Path of Agriculture
All organic life must be cultivated, supported, and enriched to achieve its greatest form. Those sentinels who follow the Path of Agriculture tend to the life around them, bolstering and nurturing the many forms of the living force.
Bonus Proficiencies
Path of Agriculture: 3rd level
You gain proficiency with the Bioanalysis kit and Nature skill.
The Land Provides
Path of Agriculture: 3rd level
Once per long rest, you can spend ten minutes to create a number of pounds of food and gallons of water (both equal to your forcecasting modifier) on the ground or in containers within 20 feet; these supplies are enough to sustain a number of creatures (equal to double your forcecasting modifier) for 24 hours. In extreme temperature climates, you produce half as much of each.
The food is bland but nourishing and fresh, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. You cannot use this effect if the surrounding area has no natural surfaces, or the area you are in does not naturally support life (i.e. a space station or a lifeless asteroid).
Roots of Life
Path of Agriculture: 3rd, 11th, 13th, and 18th level
You learn to awaken the primordial plant life that lies dormant below topsoil. Once on each of your turns, when you cast a force power and either heal or deal force damage to a creature on the ground, you can sprout a plant growth within 5 feet of it (no action required). The plant growth takes the form of a Medium size bundle of local plant life, and it lasts for 1 minute, until you dismiss it as a bonus action, until you’re incapacitated or die. If the area surrounding the creature is of an artificial material, or the area you are in does not naturally support life (i.e. a space station or a lifeless asteroid), the plant growth can only form within 5 feet of another plant.
Your summoned plant growth has an AC equal to your universal force save DC, hit points equal to your forcecasting ability modifier, a speed of 0 feet, and immunity to all conditions other than the ignited condition. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you regardless of its appearance, and it occupies its own space. A plant growth acts immediately after you in the initiative order and can make one attack. If your plant growth is ever more than 30 feet from you at the end of your turn, it is destroyed. While you have a plant growth active, you gain the following benefits:
- A plant growth has tremorsense to 30 feet, which it shares with you.
- As a bonus action, you can manipulate all your active plant growths to move up to 15 feet each. This movement can move up walls as long as the surfaces meet the plant growth’s original requirements.
- A plant growth adjacent to an ally can grant advantage on an attack roll, check, or saving throw. When it does, the plant growth is destroyed.
- When you take the Attack action on your turn, you have advantage on any attack you make when the target is within 5 feet of a plant growth. Additionally, a target within 5 feet of a plant growth has disadvantage on saving throws of your powers.
- The plant growth has two natural weapons: Lash and Spore. Lash uses your forcecasting statistic for attack and damage rolls, has a range of 10 feet, deals 1d4 kinetic damage, and on a critical hit, forces the target to make a Strength saving throw (your universal force save DC). On failure, the target is grappled. Spore can be used once per long rest, targets all creatures in a 15-foot cone, and imposes a Constitution saving throw (your universal force save DC). On failure, the target takes 1d10 poison damage and is poisoned until the end of your next turn. Both attacks gain an additional damage die at levels 13 (2d4, 2d10) and 18 (3d4, 3d10).
At 11th level, you can form plant growths when you deal damage with any force power, instead of just force, as well as whenever you cast a power that provides a beneficial effect, instead of just healing. Additionally, you can create a plant growth when you use a Force-Empowered Self option on your turn.
At 13th level, your plant growths persist for up to five minutes. When one of your plant growths is reduced to 0 hit points, you can use your reaction to detonate it in a cloud of spores. Each creature within 10 feet of it must make a Constitution saving throw, becoming poisoned on failure for up to 1 minute. They remake the saving throw at the beginning of their turns, ending the effect on success.
Nature’s Ally
Path of Agriculture: 7th level
If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:
- You ignore difficult terrain caused by nature.
- You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
- You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM’s discretion (no action required).
- You can spend thirty minutes gathering a number of edible plants equal to 1d6 + your sentinel level + your forcecasting modifier. These have the properties of field rations.
- While in difficult terrain caused by overgrown plants, your plant growths are formed with temporary hit points equal to their hit point maximum, and regain 1 hit point at the beginning of each turn, up to their maximum.
Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Principles of AgriCorps
Path of Agriculture: 13th level
You learn the Plant Surge and Grasping Vine powers, if you did not already know them. While Plant Surge is active, the space is not difficult terrain for friendly creatures, and friendly creatures regain 1 hit point at the beginning of each turn while within the space, up to half their maximum. This has no effect on droids or constructs. In addition, casting Plant Surge at 4th level or higher also grants the benefits of your Nature’s Ally feature for the power’s duration, and provides a +1 bonus to plant gathering and healing per power level above 3.
Finally, a friendly creature within 5 feet of a plant growth you have created can use an action to consume the nutrients of the plant growth if you are willing, regaining hit points equal to the damage of the growth’s lash attack. After consuming the growth’s nutrients, the growth is reduced to 0 hit points.
Bountiful Harvest
Path of Agriculture: 18th level
You learn the Greater Plant Surge power (Expanded Force Powers by Hugehuman), if you don’t already know it. While active, it has the same properties as your Nature's Ally and Principles of AgriCorps features.
As an action, you can choose to sacrifice your plant growths to revitalize yourself and your allies. You can reduce as many hit points (and any temporary hit points) as you choose from all active plant growths, redistributing them to yourself or friendly creatures within 30 feet of you. For every two plant growths that are reduced to 0 hit points because of this effect, you regain one expended force point.
Once you’ve used this feature, you can’t use it again until you finish a long rest.
Agriculture Ideals
When you select this path, you gain access to new ideals which reflect your expanding knowledge of biochemistry, organic life, and the living force. Whenever you adopt a new ideal, you can choose from any of the following as well. The ideal are listed in alphabetical order.
Ideal of Clean Energy
Prerequisite: 7th Level
You gain proficiency with Brewer's kits. When you harvest edible plants using Nature's Ally or from a starship's Hydroponics Garden suite, you can spend 8 hours using a brewer's kit to refine those resources into biofuel for ships using a fuel cell reactor. Once complete, every 2 units of plants becomes 1 unit of small starship fuel. You can refine a number of units of plants equal your sentinel level + your force casting ability score at a given time.
Additionally, you can manifest this ideal in a surge of nutrient value. You create 50% more fuel when you finish refining it.
Ideal of the Deep Root
When a plant growth is within 5 feet of you and you fail a saving throw to maintain your concentration on a power, you roll again and take the higher roll.
Additionally, as a reaction, you can manifest this ideal in a brief surge of energy.
You can use your reaction to destroy the plant growth and automatically succeed on the save.
Ideal of The Pathogen
A creature who rolls a Constitution saving throw imposed by your plant growths and rolls a natural 1 is incapacitated for the same duration. This has no effect on droids or constructs.
Additionally, as a reaction, you can manifest this ideal in a brief surge of energy. The creature is instead paralyzed for the same duration.
Ideal of The Provider
When you use The Land Provides, you create twice as much food and water.
Additionally, you can manifest this ideal in a surge of nutrient value. When a creature consumes your created food or water, they heal one negative status effect they are currently suffering (random, if they are suffering multiple). If they are suffering no additional status effects, it may instead remove one stack of exhaustion.
Ideal of The Thorn
Hit or miss, a creature who makes a melee attack against your plant growths takes 1d4 kinetic damage (no action required).
Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. Each creature who takes thorns damage in this way must also make a Constitution saving throw, being poisoned until the end of its next turn on failure.
Art Credits
| Image | Title | Author |
|---|---|---|
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Star Wars Jedi: Fallen Order Concept Art: Kashyyyk | Jean-francois Rey |