Agrimancer Class

by CaliusShontor

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Importance to Society

In every realm and group of races exists those that tend to the nurture and well being of communities. Inns, Taverns and even Kingdoms rely on livestock and crops to feed their constituents Someone has to tend to keeping the societies well fed so they continue functioning. In order to cripple these areas raiders and bandits attack, commit arson and ransack the farmlands. This would ensure that their enemies would be too hungry and malnourished to fight back. Sometimes the attack on the farmlands is successful while other times it is not. Farmers who are courageous enough to defend their livelihood and land become proficient with weapons, armor and magic. These farmers are called Agrimancers.

Preparing for Battle

Agrimancers learn martial combat with simple and martial weapons. They are granted magical abilities through the Harvest Moon and are trained by other Agrimancers on how to wield weapons, don armor and shields and how to properly wield magic. The Cantrips and Spells they learn tend to help with invaders, pests and make their farming lives easier.

Connection to the Harvest Moon

Despite not following any specific gods or deities Agrimancers are granted magical powers through the symbol of a good harvest. The connection to the Agrimancer still remains a mystery and even the magical farmer is perplexed by why they are able to cast spells. Regardless, the Harvest Moon smiles upon the Agrimancer and wishes for the connection to farmlands never to die.

Call to Action

Not all Agrimancers stay stationary. Sometimes they need to deal with the rampaging Orcs, raiding Goblins or deadly Vampires. Adventurers are not always around and even might require huge payment for dealing with problems. Maybe money is tight and debts need to be paid off. Or maybe they don't want to pay for overly priced seeds and fertilizer and sets out to attain them another way.

Relationship with Others

Agrimancers have good standing with other Agrimancers and the local Townsfolk. Rangers understand how important their role in society is but wish they could learn how to hunt. Wizards are baffled by how they are able to cast magic without studies whereas the Agrimancer hates the Necromancer school since they believe the undead poison their livestock and crops. Clerics believe they are blessed by the fertility gods to wield magic, but they do not understand how the Harvest Moon works. Agrimancers tend to get in tussles with the local Druid. Druids believe that the Agrimancer is abusing nature to its own whims and destroys the nature life cycle by watching over livestock and tending to crops to help humanoid societies to function. It is not unheard of for Druids to attack farmlands.

Multiclassing into and out of Agrimancer

Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already an Agrimancer. Proficiencies Gained. If Agrimancer isn’t your initial class, here are the proficiencies you gain when you take your first level as an Agrimancer:

  • Proficiency with Martial Weapons
  • Proficiency with Shields
  • Proficiency with Light Armor

Spellcasting. Add half of your levels (rounded down) in the Agrimancer class to the appropriate levels from other classes to determine your available spell slots.

Arcane Focus

The arcane focus of a Agrimancer can be anything from a tobacco pipe, piece of hay hanging from the mouth, or anything that makes sense for a farmer.

Agrimancer
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Scarecrow, Spell Save DC, Magic Horseshoe
2nd +2 Spellcasting, Spellcasting Ability, Fighting Style 2 2
3rd +2 Agrimancer Archetype 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2 - - -
6th +3 Magic Hogtie Rope 4 4 2 - - -
7th +3 Agrimancer Archetype Feature 5 4 3 - - -
8th +3 Ability Score Improvement 5 4 3 - - -
9th +4 6 4 3 2 - -
10th +4 Improved Magic Horseshoe 6 4 3 2 - -
11th +4 Agrimancer Archetype Feature 7 4 3 3 - -
12th +4 Ability Score Improvement 7 4 3 3 - -
13th +5 8 4 3 3 1 -
14th +5 Solar Charge, Solar Blast 8 4 3 3 1 -
15th +5 Agrimancer Archetype Feature 9 4 3 3 2 -
16th +5 Ability Score Improvement 9 4 3 3 2 -
17th +6 10 4 3 3 3 1
18th +6 Improved Scarecrows 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Moon Crash 11 4 3 3 3 2

As you create your character, imagine what drew you to adventure. Was it settling a score with a rival Agrimancer? Taking care of the local bandits to defend your farmland? Or were crops and livestock too expensive to purchase for you causing to set out on an adventure?

Quick Build

To build a Agrimancer quickly, first make Wisdom your highest stat followed by Strenght or Dexterity and Constitution. Lastly, choose the Hermit Background.

Hit Points

As a Agrimancer you gain the following features.

Hit Dice: 1d10 per Agrimancer level

Hit Points at 1st Level: 10 + Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Agrimancer level after 1st

Proficiencies

Armor: Light, Medium, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: Land Vehicles

Saving Throws: Strength and Wisdom

Skills: Choose two from Animal Handling, Athletics, Medicine, Nature, Perception, and Sleight of Hand

Equipment

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

  • (a) Short Sword (b) Glaive (c) Longbow with 20 Arrows
  • (a) 20 darts or (b) 2 daggers
  • (a) Scale mail armor or (b) Leather armor and shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Arcane focus for your spells

Scare Crow

At 1st level you learn how to place a magical Scarecrow on the ground. As a bonus action, you can conjure a magical scarecrow in an unoccupied space within 5 feet of you. The scarecrow is a Medium object with the following statistics:

Hit Points: 5 times Proficiency Bonus Armor Class: 10 While you are within 25 feet of one of your magical scarecrows, you can use your bonus action to teleport to any space within 10 feet of it.

Whenever a creature starts its turn within 10 feet of one of your scarecrows or enters that space for the first time on its turn, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of the scarecrow until the end of its next turn. A creature frightened in this way can make a new saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature gains immunity to being frightened by the scarecrow for the next hour.

You can conjure a number of scarecrows equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. If you conjure a new scarecrow while one is already active, the previous scarecrow immediately ceases to be magical, and you no longer gain the benefits of teleporting to it or causing creatures to be frightened by it. Additionally, the scarecrow can mimic arcane knowledge, as if it were casting spells.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Magic Horseshoe

At 1st level, you learn how to conjure a magical horseshoe during a short or long rest. You can throw the horseshoe at a creature within a range of 30 feet. When you do so, you use your Wisdom modifier to determine your chance to hit. On a hit, the horseshoe deals 1d6 magical bludgeoning damage and reduces the speed of the hit creature to 0 until the end of its next turn. This damage increases to 2d6 at level 6, 3d6 at level 11 and 4d6 at level 16.

Alternatively, you can use the horseshoe to magnetize a hostile creature, causing them to be grounded if they are within 30 feet, even if they are flying 30 feet in the air. The creature must make a Constitution saving throw against your Spell Save DC. On a failed save, the creature is pulled to the ground and becomes prone. On a success nothing happens. This ability can be used once per short or long rest.

Spells known of first level and higher

At 2nd level, you know two 1st-level spells of your choice from the Agrimancer spell list.

The Spells Known column of the Agrimancer table shows when you learn more Agrimancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Agrimancer spells you know and replace it with another spell from the Agrimancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Agrimancer spells, since your experience with magic is through the Harvest Moon and consistent use. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Agrimancer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Agrimancer Archetype

Agrimancers have four different types of magic farming. These types are called Cultivators. Cultivators come in four different types: Arborist, Beekeeper, Herder and Vintern

Ability Score Improvement

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.

Extra Attack

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Magic Hogtie Rope

At 6th level, you learn to use your hemp rope to incapacitate hostile creatures. As an action, you can throw a length of hemp rope up to 30 feet to ensnare a creature. The target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature is knocked prone and becomes restrained.

On a successful save, the creature is unaffected.

A creature restrained by the rope can free itself by either cutting the rope or succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.

Improved Magic Horseshoe

At 10th level, as an action, you can conjure a magical horseshoe that grants a creature of your choice a +1 bonus to Armor Class and a +1 bonus to attack rolls while they are holding it. Only one magical horseshoe can exist at a time, and only one creature can benefit from its effects at any given moment.

The horseshoe counts as a magical object for the duration of its effects, which lasts for 1 minute.

Harvest Moon Strikes

At 11th level, you become imbued with the power of the Harvest Moon, allowing you to unleash its energy in battle. Whenever you hit a target with a weapon attack, you deal an additional 1d8 force damage.

This extra damage is added to each successful hit as long as you are conscious and able to make attacks.

Solar Charge

Starting at 14th level, you gain the ability to convert sunlight into life energy. As an action, you can harness the power of sunlight to heal yourself or another creature within a 30-foot range. The target regains hit points equal to 4d10 plus your Wisdom modifier.

You can use this ability equal to your Wisdom Modifier rounded down.

Solar Blast

As an action, you release a torrent of radiant energy from your mouth. Each creature of your choice within a 30-foot cone must make a Dexterity saving throw against your Agrimancer Spell Save DC.

On a failed save, a creature takes 4d10 radiant damage. On a successful save, it takes half as much damage.

You can use this ability equal to your Wisdom Modifier rounded down.

Improved Scarecrow

You have learned how to place two Scarecrows on the field. If you place a third then the last Scarecrow you planted does not work and stops being magical.

Moon Crash

As an action, you can summon a magical copy of the Harvest Moon to crash to the ground at a point within 5 feet of you. Hostile creatures within 30 feet of that point must make a Constitution saving throw against your Agrimancer Spell Save DC.

On a failed save, a creature becomes petrified until the end of its next turn. A creature that is subjected to this effect a second time while already petrified in this way is permanently petrified until freed by the Greater Restoration spell or similar magic. On a success nothing happens.

Once you use this feature, you cannot use it again until you finish a long rest.

Arborist

Arborists are Agrimancers that specialize in growing trees and other foliage. They have ties to the Harvest Moon that creates magical connections to the spirits of the living and the dead through trees. Arborists uses woodcarver's tools to whittle items out of wood.

Arbor Cultivation At 3rd level, you gain the ability to channel your connection with nature into craftsmanship. You learn the Speak with Plants spell, which does not count against your total spells known. You also gain proficiency with woodcarver's tools, allowing you to create specific magical wooden items during your long rests.

You may create one of the following objects during a long rest, and you cannot stack their effects. These crafted items can be destroyed by fire, whether magical or mundane.

Wooden Ammunition:

You create 20 pieces of wooden ammunition. This ammunition deals an additional 1d4 damage based on the type used and prevents healing for the target hit by it until the start of your next turn.

Termite Logs:

You create 5 Termite Logs. You can throw these logs up to 30 feet. A creature hit by a Termite Log must make a Constitution saving throw. On a failed save, it takes 1d4 damage at the start of each of its turns for 1 minute. This effect cannot stack with additional logs. On a successful save nothing happens.

Wooden Bracelet:

You create 1 Wooden Bracelet. When equipped, this bracelet grants the wearer a +1 bonus to AC. Only one Wooden Bracelet can be equipped at a time, and the effect does not stack with other similar items. Once you use this feature, you cannot craft another object until you finish a long rest.

Expendable Farm Hands At 7th level, when you use the Decompose cantrip on a humanoid corpse, it functions as though you have cast the Animate Dead spell. You may choose to animate the corpse as either a Skeleton or a Zombie.

The animated Undead gains the following benefits:

Enhanced AC: The Undead gains a bonus to its Armor Class equal to half your Wisdom modifier (rounded down).

Connection to the Past: The Undead retains memories of its past life, allowing it to communicate in any language you know. It can share its experiences and insights as you converse.

Wisdom Transfer: The Undead uses your Wisdom scores in place of its own for all ability checks and saving throws.

You may only have one Skeleton or Zombie animated in this way at a time. If you animate another, the previous Undead is dismissed.

Wilderness Camouflage

At 11th level, you gain the ability to blend seamlessly into natural environments when covered in foliage. While you are hidden in a space with substantial natural foliage (such as bushes, trees, or tall grass), hostile creatures must succeed on an Investigation check against a DC 15 to discern your location.

Additionally, while hidden in this manner, you can use your bonus action to move up to half your movement speed without revealing your position, as long as you remain in the foliage.

Barkskin Fusion

At 15th level, you learn to meld your skin with the natural armor of bark, creating a powerful protective barrier. While encased in this bark armor, you gain the following benefits:

Increased AC: Your Armor Class increases by an amount equal to half your Wisdom modifier (rounded down).

Temporary Hit Points: You gain 15 temporary hit points.

The bark armor remains active until you run out of temporary hit points. Once the temporary hit points are depleted, the bark armor disappears. You may only use this ability once per long rest.

Beekeeper

Agrimancers that maintain control over bees and cultivate honey becomes a Beekeeper.

Insect Sense

At 3rd level, you learn to communicate with your insect followers, primarily your bees, in a range of 60 feet. These insects act as your loyal companions, providing you with information about your surroundings.

Insect Attributes:

Armor Class: 16

Hit Points: 1

Movement: They can fly up to 60 feet. You can command your insects to scout or observe areas, allowing you to gather information without putting yourself in danger.

Shared Senses: When you concentrate on your connection with these insects (as if concentrating on a spell), you can see through the eyes of one of your bees as if they were your own. While seeing through the bee's eyes, you perceive the environment as if you were in that location. You can only see what the bee can see, but you can maintain your own awareness of your surroundings.

You can maintain this connection for up to 10 minutes as long as you concentrate. Once you use this feature, you must finish a short or long rest before you can use it again.

Your bee companions can sting an enemy as a reaction, dealing 1d4 piercing damage. This damage increases to 2d4 at 7th level, 3d4 at 11th level, and 4d4 at 15th level.

Rejuvenating Nectar

At 7th level, you have mastered the art of cultivating a special form of honey imbued with magical properties. This honey possesses powerful restorative qualities and can heal any creature that consumes it.

Healing Properties:

Any creature that drinks your honey is immediately relieved of one of the following effects of your choice: a curse, one level of exhaustion, or the petrified condition. You can produce a quantity of this honey equal to your Wisdom modifier (minimum of 1) per long rest. Each serving of this honey must be consumed within 24 hours of creation to retain its potency.

Magic Honey: When you create this honey, you can choose to infuse it with one spell you know that heals or removes curses/petrification. If you do so, it acts as a casting of the spell without using a spell slot. Once you use this option, you cannot use it again until you finish a long rest.

Wings of the Harvest Moon

At 11th level, you are blessed by the magic of the Harvest Moon, allowing you to grow insect-like wings from your back. With a surge of power, you can take to the skies and explore the world from a new perspective.

Insect Wings: As an action, you can sprout these ethereal wings, granting you the following benefits for 1 minute:

You gain a flying speed of up to 30 feet. Your wings are capable of carrying up to 300 pounds, allowing you to lift yourself and other creatures or equipment that fall within this weight limit. You can hover in place. Once you use this feature, you cannot use it again until you finish a long rest.

Flight Maneuverability: While flying with your insect wings, you can make a Dexterity (Acrobatics) check to attempt impressive aerial maneuvers, such as dodging attacks or avoiding obstacles. The DC for such checks is determined by the DM based on the complexity of the situation.

Pollination Paralysis

At 15th level, you can harness the power of your bees to release a cloud of potent pollen that can incapacitate your foes. As a bonus action, you can unleash this stored pollen in a burst around you.

Area of Effect: Each creature of your choice within a 15-foot radius must make a Constitution saving throw against your Agrimancer Spell Save DC. On a failed save, a creature becomes paralyzed for a number of rounds equal to your Wisdom modifier (minimum of 1 round).

Saving Throws: Affected creatures can attempt to break free from the paralysis at the end of each of their turns, making another Constitution saving throw. On a success, the creature is no longer paralyzed.

Once you use this feature, you cannot use it again until you finish a long rest.

Herder

Agrimancers that specialize in watching over livestock and herding animals are called Herders. Herders get an animal companion to assist them watch over the livestock and herd animals.

Animal Companion

At 3rd level, you gain a loyal animal companion blessed by the Harvest Moon. Choose a breed of dog (such as a Golden Retriever, German Shepherd, or similar) that is larger than average. This canine companion shares your bond with nature and assists you in your adventures.

Actions: On your turn, you can use a bonus action to command your companion to take the Attack action. The attack modifier and damage for your companion are calculated as follows:

Attack Modifier: Your proficiency bonus + your Wisdom modifier.

Damage: 2d4 + your animal companion's dexterity modifier.

Healing: If your animal companion is slain, you can bring it back to life by expending a 1st-level spell slot. When you do so, your companion regains 10 hit points, plus an additional 5 hit points for each spell slot of 2nd level or higher used.

Bond of the Harvest Moon: While your animal companion is within 30 feet of you, it gains a bonus to its attack rolls equal to your Wisdom modifier.

You can also communicate telepathically with your companion as long as you are within 30 feet of each other.

Below are the stats of your animal companion:


Medium Creature, any alignment (same as Agrimancer)


  • Armor Class 10 + Agrimancer proficiency bonus
  • Hit Points 11 times the Agrimancer proficiency bonus.
  • Speed 40ft

|STR|DEX|CON|INT|WIS|CHA| |12|15|14|13|10|14|8|


  • Skills Animal Handling +4, Perception +5, Stealth +5
  • Condition Immunities mind control, Frighten
  • Senses passive Perception 10 + Wisdom Modifier
  • Languages Understands Common and any language spoken by the Agrimancer

  • Keen Hearing and Smell The Animal Companion has advantage on Wisdom (Perception) and Wisdom (Animal Handling) checks that rely on hearing or smell.
  • Pack Tactics The animal companion has advantage on attack rolls against a creature if at least one of the animal companion's allies is within 5ft of the creature and the ally isn't incapacitated.
  • Actions

  • Bite Finesse Melee Weapon Attack: +4 to hit, reach 5t, one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on the Agrimancer spell save dc Strength saving throw or be knocked prone.
  • Pounce Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d8+2) bludgeoning damage. If the target is a creature, it must succeed on a the Agrimancer Spell save DC Strength saving throw or be knocked prone. The Animal companion must have the ability to move 15ft before using this attack. On a successful hit the Animal companion follows up with a bite.

Might of the Herd

Starting at 7th level, your connection to your animal companion deepens, granting its attacks a magical quality. Your animal companion's attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when your animal companion hits a target with an attack, it can apply one of the following effects (your choice), provided the target isn't immune to it:

Forcing Vulnerability: The target has disadvantage on its next attack roll before the end of its next turn.

Dazing Strike: The target must succeed on a Strength saving throw against your Agrimancer Spell Save DC or be stunned until the end of its next turn. You can use these features a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Grim Teleport

Starting at 11th level, your animal companion gains the ability to teleport to your Scarecrow. As a bonus action, your animal companion can teleport to an unoccupied space within 30 feet of your Scarecrow.

When your animal companion teleports in this way, it can immediately make one melee attack as part of the same bonus action. This attack is made with advantage if the target is within 5 feet of your Scarecrow.

Rampaging Herd

Starting at 15th level, you can call upon your livestock to stampede across the battlefield. As an action, you can create a 30-foot cone originating from you. All creatures in that area must make a Constitution saving throw against your Agrimancer Spell Save DC.

On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone. The livestock cannot be stopped or attacked during this stampede, as they are a manifestation of your magical influence.

Additionally, friendly creatures, including yourself, can attempt to ride the Rampaging Herd. To do so, they must succeed on a Dexterity saving throw of DC 14. On a success, they can ride the herd during its movement, allowing them to move with it (up to half their speed). Any creature attempting to ride must make this saving throw each turn they remain riding the herd.

You can use this feature once per long rest.

Vintern

Vinterns are specialized Agrimancers who dedicate their craft to the art of winemaking. They understand how to harness the magic of the Harvest Moon to produce exquisite wines that can heal, invigorate or intoxicate. Vintners play a key role in society, not only be providing delicious beverages that foster camaraderie and celebration but also acting as purveyors of health through their enchanting wine brews.

Concoction Stew

Beginning at 3rd level, you gain proficiency with Brewer's Supplies if you do not already have it. You learn to craft special concoctions from your brewing processes. When you finish a long rest, you can create a number of elixirs equal to your proficiency bonus. You can choose from the following types of concoctions:

Healing Elixir You can create a healing elixir that restores 2d4 + your Wisdom modifier hit points. A creature can consume this elixir as a bonus action.

Fortifying Brew You can create a brew that grants an ally a +2 bonus to their next attack roll or saving throw made before the start of their next turn. The ally must consume this brew as a bonus action.

Chilling Draught You can create a chilling draught that negatively affects your enemies. When thrown at a point you can see within 60 feet, all creatures within a 10-foot radius must make a Constitution saving throw against your Agrimancer Spell Save DC. On a failed save, a creature takes 2d6 cold damage and has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, a creature takes half damage and suffers no other effects.

You can create these concoctions during a long rest if you have access to brewer's supplies. Every two hours you create a concoction.

Once you create a type of concoction, you cannot create that same type again until you finish a long rest.

Grapevine Cultivation

Starting at 7th level, you learn the Purify Food and Drink spell. This spell does not count against your number of spells known.

After finishing a long rest, you can create a number of wine bottles equal to your Wisdom modifier (minimum of one). Each bottle contains a special wine that grants one of the following effects when consumed. Using an action to drink a bottle of wine allows you or a friendly creature to benefit from one of the effects. Only one effect can be active for a creature at a time, and drinking a new bottle of wine nullifies the effects of the last one:

Wine Courage: A creature that drinks this wine gains advantage on saving throws against being frightened for 1 minute.

Liquid Ambition: A creature that drinks this wine gains advantage on Charisma-based skill checks for 1 minute.

Pain Nullifier: A creature that drinks this wine gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for 1 minute.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before needing to finish a long rest to create more wine bottles.

Aroma Cultivation

At 11th level you gain the ability to create enchanting aromas from your crafted wines. As a bonus action, you can choose one of the following Aroma effects. Only one Aroma effect can be active at a time, and you cannot use this feature again until you finish a short or long rest:

Seltzer Aroma: You can choose a willing creature to remove one level of exhaustion it is suffering from.

Calming Aroma: You can choose a number of creatures equal to your Wisdom modifier (minimum of one) within 30 feet. Those creatures immediately break free from any mind control effects, such as the effects of the charm spell.

Daring Aroma: You can choose a willing creature to gain advantage on all Athletics checks for 1 minute.

Vintage Aroma: Choose a number of creatures equal to your Wisdom modifier (minimum of one) within 30 feet. These creatures can roll an additional 1d6 on any saving throw they make until the end of their next turn.

You may use this feature a number of times equal to your Wisdom modifier (minimum of once) before requiring a short or long rest to recharge.

Protective Grapevines

At 15th level, you gain the ability to weave protective grape vines around your allies. As an action, you choose a number of creatures equal to your proficiency bonus that you can see within 30 feet. While under the effect of your protective grape vines, the following benefits apply:

  • Each chosen creature gains 4 temporary hit points at the start of each of its turns.
  • Any attack roll made against a creature affected by your protective grape vines has disadvantage.

These effects last for 1 minute or until you lose your concentration (as if concentrating on a spell). You can choose to maintain the protective grape vines for a number of rounds equal to your Wisdom modifier before needing to complete a long rest to use this feature again.

Agrimancer Spell List

Cantrips

Control Flame

Decompose

Gust

Mending

Produce Flame

Shape Water

Thorn Whip

1st Level

Cure Wounds

Create or Destroy Water

Earth Tremor

Entangle

Fog Cloud

Goodberry

Guiding Bolt

Healing Word

Longstrider

Purify Food and Drink

Snare

2nd Level

Aid

Beast Sense

Earthbind

Enlarge/Reduce

Lesser Restoration

Locate Object

Maximillian's Earthen Grasp

Warding Wind

Wither and Bloom

Spike Growth

3rd Level

Erupting Earth

Mass Healing Word

Plant Growth

Wall of Water

4th Level

Control Water

Control Weather

Dominate Beast

Fabricate

Grasping Vine

Locate Creature

Stone Shape

Wall of Fire

Watery Sphere

5th Level

Arcane Hand

Awaken

Transmute Rock

Wall of Light

Wall of Stone

 

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