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# Field And Ranch Magic-ifier (FARMER) #### A DnD 5E Class **by Aile the Alien** ## Overview > You've spent your life toiling in the fields. Sweating, dirty, surrounded by filthy animals. Now you've set out for adventure - to learn how to more efficiently harvest crops! Seriously, why isn't anyone outside your village using magic for its _obvious_ purpose, to make farming easy? - **Hit Dice:** D12 - **Spell-Casting:** Strength - **Proficiencies:** - simple weapons, farm-like weapons - three from carpenter's, cobbler's, leatherworker's, potter's, smith's and woodcarver's tools - strength and constitution saving throws - **Starting Skills:** two from athletics, animal handling, intimidation, medicine, nature, perception and survival - **Starting Equipment:** - a quarterstaff or handaxe - a boomerang or sling - an explorer's pack \columnbreak (PB is proficiency bonus. +SoF is a level where you may increase an ability score or take a feat. KC is the number of known cantrips, KS is the number of known spells, and S-numbers are the number of spell-slots at that level.) Level | PB | Features | KC | KS | S1 | S2 | S3 | S4 | S5 -: | -: | :-: | -: | -: | -: | -: | -: | -: | -: 1 | 2 | | 2 | - | - | - | - | - | - 2 | 2 | | 2 | 1 | 2 | - | - | - | - 3 | 2 | | 2 | 2 | 3 | - | - | - | - 4 | 2 | +SoF | 2 | 2 | 3 | - | - | - | - 5 | 3 | | 2 | 3 | 4 | 2 | - | - | - 6 | 3 | | 3 | 3 | 4 | 2 | - | - | - 7 | 3 | | 3 | 3 | 4 | 3 | - | - | - 8 | 3 | +SoF | 3 | 4 | 4 | 3 | - | - | - 9 | 4 | | 3 | 4 | 4 | 3 | 2 | - | - 10 | 4 | | 3 | 4 | 4 | 3 | 2 | - | - 11 | 4 | | 4 | 4 | 4 | 3 | 3 | - | - 12 | 4 | +SoF | 4 | 5 | 4 | 3 | 3 | - | - 13 | 5 | | 4 | 5 | 4 | 3 | 3 | 1 | - 14 | 5 | | 4 | 5 | 4 | 3 | 3 | 1 | - 15 | 5 | | 4 | 5 | 4 | 3 | 3 | 2 | - 16 | 5 | +SoF | 5 | 5 | 4 | 3 | 3 | 2 | - 17 | 6 | | 5 | 6 | 4 | 3 | 3 | 3 | 1 18 | 6 | | 5 | 6 | 4 | 3 | 3 | 3 | 1 19 | 6 | +SoF | 5 | 6 | 4 | 3 | 3 | 3 | 2 20 | 6 | | 5 | 6 | 4 | 3 | 3 | 3 | 2 \pagebreak ## Features #### Shirtless Security While not wearing any armor, your AC is 10 + STR + CON. You may hold a shield and benefit from this effect. #### That's Not a Blank - **This** Is a Blank! (Level 3) When attacking with a boomerang or sling, you add half your proficiency bonus to its damage, and hunt animals twice as fast! #### Rise and Shine (Level 6) At the start of your turn when at 0 HP, you regain _PBd6_ HP and 1/2 of your spell slots at each level. (Rounded down, minimum of 1 each.) You may only benefit from this once per long rest. #### When The Going Gets Tough (Level 9) You only need to eat and drink half as much, and travel one and a half the normal distance before suffering ill effects. (A normal human travels up to 8 hours and each additional hour may cause exhaustion - for you it is 12 and 1.5 hours.) #### The Tough Get Going (Level 12) You only eat one quarter as much, and travel one and three quarters the normal distance (14 h, +1.75h increments). Additionally, you may benefit from Rise and Shine three times per long rest. #### Grim Determination (Level 15) You gain resistance to two damage types while you are not [incapacitated](https://www.dndbeyond.com/sources/basic-rules/appendix-a-conditions#Incapacitated), for example by being stunned or asleep. After each long rest you may change the resistances. #### Thousand-Yard Stare (Level 18) Your hardships have granted you innate magical abilities, needing only the free use of your eyes! Thrice per long rest as a full-round action, you may teleport yourself and your possessions to a location you can see within 1000 yards. (Rise and Shine can recharge this.) Alternately, you may target a creature within range that sees you and has at least 4 intelligence. They take 8d6 psychic damage, with a dexterity save. \columnbreak ## Spell-Casting You learn spells from the following lists: #### Cantrips (Level 0) - druidcraft - light - mending - shillelagh - spare the dying #### Level 1 - alarm - animal friendship - create or destroy water - cure wounds - detect poison and disease - goodberry - grease - heroism - hunter's mark - longstrider - purify food and drink - speak with animals #### Level 2 - aid - animal messenger - arcane lock - barkskin - darkvision - heat metal - locate animal or plants - lesser restoration #### Level 3 - create food and water - daylight - dispel magic - mass healing word - phantom steed - plant growth - speak with plants - tiny hut - water walk #### Level 4 - control water - dominate beast - fabricate - faithful hound - locate creature - stone shape - stoneskin #### Level 5 - animate objects - awaken - commune with nature - hold monster - mass cure wounds - telekinesis - tree stride