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Homesteader
As the last log of the day fell to the ground, the burly human wiped the sweat from his brow. A hard days work almost done, he looked forward to the dinner he would soon share with his wife and daughter.
With a hall full of family, the dwarf stood from his seat at the head of the table, and chimed a glass. With a heartfelt speech, he graciously thanked his guest for honoring him on his 100th birthday.
As another group of hungry souls shuffled meekly into the temple from the cold, the elf pulled yet another loaf from the oven. The smiles that formed on their downtrodden faces filled her heart, renewing her resolve as she went to work shaping the next batch.
Homesteaders are those who have been blessed with a love that many can sadly only dream of. They live a life wholly fulfilled, surround with family on a plot of land they can call their own. They spend their days felling trees, tending the farm, working the forge, or otherwise taking care of those close to them as best they can. They are strong, wise, and self-sufficient individuals.
Heart Full of Love
A homesteader most likely has no magic powers, or martial training. What gives them strength is a lifetime of hard work and experience. Many have likely raised children, or even grandchildren, and that has taught them a great deal about taking care of others. They find fulfillment in a smiling face, and they draw strength from the success of others. A homesteader would spend 8 hours gathering firewood, working until their hands bleed, to make sure their loved ones stay warm in the winter.
What draws a homesteader from their peaceful existence into the chaos of adventure varies. Perhaps their children have left home, and their spouse passed on, leading them to seek a new path in life. Perhaps there is some eminent threat the homesteader feels they must do their part to prevent, for the safety of their family. Whatever it is, they bring with them the experience of hard work, and a heart full of love.
Hardy and Experienced
Homesteader are more than mere peasants, but less than royalty, at least in terms of social class. They are people who value fair wages for honest work, and won't shy away from doing that work themselves if they have the knowhow. They often learn because they have to, because they have people depending on them. They may not be the most educated, the strongest, fastest, or most adept, but they know what they know, and they know when they're out of their depth. Their level-headed wisdom is what's kept them and their family alive, happy, and healthy.
A homesteader is often the patriarch or matriarch of the family. Where they go others follow, because they have proven their dependability, and how much they care for others. In a party of adventurers, their practical experience and heart of gold help to push others beyond their self-imposed limits, bringing out the best in them, and showing them what they are truly capable of. They provide a kind of emotional support that everyone deserves, but few are ever lucky enough to obtain.
Creating a Homesteader
When creating a homesteader, ask yourself first what caused you to leave their home life. Was it an imminent threat? Were you a single parent whose children left the nest? Did you lose your family in a natural disaster, and needed to get away from home to grieve?
Once you know why you left home, decide how you view your new life on the road. Do you long for the comfort of your favorite chair, or does has the thrill of adventure given you a new lease on life? What are you long term goals? When the adventure is over, do you have someone waiting for you, or are you content to let your love of life drive you where it may?
Quick Build
You can make a homesteader quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Strength. Second, choose the matriarch/patriarch or entertainer background.
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The Homesteader
Level | Proficiency Bonus | Features | Advice Die | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|---|
1st | +2 | Hobby, The Touch, Advice | d4 | 2 | — | — | — |
2nd | +2 | Hardy, Kick Back | d4 | 3 | — | — | — |
3rd | +2 | If I May, I've Got It | d4 | 4 | 2 | — | — |
4th | +2 | Ability Score Improvement, Level-Headed | d4 | 4 | 3 | — | — |
5th | +3 | Overtime, Strong and Wise | d6 | 4 | 3 | 2 | — |
6th | +3 | Hobby Feature, Relax | d6 | 4 | 3 | 3 | — |
7th | +3 | Not Worth It, Scold | d6 | 4 | 3 | 3 | 1 |
8th | +3 | Ability Score Improvement | d6 | 4 | 3 | 3 | 2 |
9th | +4 | Parental Intuition, Think of Home (two uses) | d6 | 4 | 3 | 3 | 3 |
10th | +4 | Hobby Feature | d6 | 4 | 3 | 3 | 3 |
11th | +4 | Back in the Game | d8 | 5 | 3 | 3 | 3 |
12th | +4 | Ability Score Improvement | d8 | 5 | 3 | 3 | 3 |
13th | +5 | Don't Mess with Mine | d8 | 5 | 4 | 3 | 3 |
14th | +5 | Hobby Feature | d8 | 5 | 4 | 3 | 3 |
15th | +5 | Enough for Everyone | d8 | 5 | 4 | 4 | 3 |
16th | +5 | Ability Score Improvement | d8 | 5 | 4 | 4 | 3 |
17th | +6 | I'm Serious | d10 | 6 | 4 | 4 | 3 |
18th | +6 | Hobby Feature | d10 | 6 | 4 | 4 | 3 |
19th | +6 | Ability Score Improvement | d10 | 6 | 4 | 4 | 4 |
20th | +6 | I Believe in You | d10 | 6 | 4 | 4 | 4 |
Class Features
As a homesteader, you gain the following class features
Hit Points
- Hit Dice: 1d8 per homesteader level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per homesteader level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: Three tools of your choice
- Saving Throws: Strength, Wisdom
- Skills: Choose any three non-Dexterity skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two handaxes or (b) any simple weapon
- (a) A dungeoneer’s pack or (b) an explorer’s pack
- Any three tools
- Leather armor and a dagger
Hobby
When you weren't homesteading or child rearing, you spent your time on what you love. Choose one of the Hobbies listed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, 14th, and 18th levels.
The Touch
When it comes to certain things, you've just got the touch. You can do things that might seem magical to others, but it's simply experience.
Tricks
Tricks are experiences you can replicate at will, without expending an experience slot. You learn the tricks listed at the end of the class description.
Experience Slots
The Homesteader table shows how many experience slots you have to replicate your homesteader experiences of 1st level and higher. To replicate one of these experiences, you must expend a slot of the experience’s level or higher.
All homesteader experiences are listed at the end of the class description. An experience (or a trick) will list if it requires verbal, somatic, or material components, or if it requires concentration (as if concentrating on a spell).
Also, if you would make a Constitution saving throw to maintain concentration on an experience, you instead make a Wisdom saving throw. You regain all expended experience slots when you finish a long rest.
Experiences Known of 1st Level and Higher
You can replicate any experience from the homesteader experience list for which you have an experience slot to replicate it with at any time.
Experience Replication Ability
Wisdom is your replication ability for your homesteader experiences. You use your Wisdom modifier when setting the saving throw DC for a homesteader experience you replicate and when making an attack roll with one.
Experience save DC = 8 + your proficiency bonus +
your Wisdom modifier.
Experience attack modifier = your proficiency bonus +
your Wisdom modifier.
Advice
You like to give advice, the quality of which is represented by your Advice die, which starts as a d4 and changes as you gain homesteader levels, as shown in the Advice Die column of the Homesteader table. You have a number of these dice equal to your Wisdom modifier plus your proficiency bonus, and you regain all expended dice when you finish a long rest.
Additionally, you gain the following advice features:
Chin Up. You may use your bonus action to expend one Advice die and give a firm pat on the back to a creature other than yourself that you can touch. That creature gains temporary hit points equal to the expended die + half your proficiency bonus (rounded up).
Think of Home. When you make an attack roll, ability check, or saving throw while in contact with the sentimental item gained from your hobby, you can expend one Advice die to add it to the roll. Once you use this feature, you can't do so again until you finish a short or long rest. You can use this feature twice between rests when you reach 9th level in this class.
Kick Back
You know the value of rest, and have no trouble kicking back on your break, which helps put your party at ease. At 2nd level, when you finish a short or long rest in the company of others, roll your Advice die a number of times equal to your proficiency bonus. You and each creature you finished the rest with gain temporary hit points equal to the total rolled.
Hardy
You're not as spry as you used to be, but homesteading is no cake walk. At 2nd level, you may use your Strength modifier, instead of Dexterity, to calculate your AC while wearing light or medium armor.
If I may
At 3rd level, your calm and reasoning demeanor can convince even the most stubborn goblin. As an action, you can expend an experience slot of 2nd level or higher to attempt to persuade a creature you share a language with that can hear you by making a DC 20 Wisdom (Persuasion) check, at disadvantage if the creature you're targeting is hostile. The DC decreases by 3 or 5 if you use a 3rd or 4th level experience slot, respectively. You may also expend one Advice die to add it to the check's total. If you pass the check, you can replicate the effects of the suggestion spell on the creature you attempted to persuade. That creature has disadvantage on the saving throw, and the effect is nonmagical and cannot be dispelled.
Additionally, if you would make a Charisma (Persuasion) check, you may instead make a Wisdom (Persuasion) check.
I've Got It
You've got it, probably. At 3rd level, if you would make an ability check that uses a skill you aren't proficient in, you can expend one Advice die to roll it before rolling the d20, adding the number rolled to the check's total.
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.
Level-Headed
You know a thing or two because you've seen a thing or two. At 4th level, you can disseminate wisdom when you finish a short or long rest in the company of others. You and each creature you finished the rest with gain advantage on the next saving throw each of you make that uses Wisdom, Intelligence, or Charisma. This effect lasts until your next short or long rest.
Additionally, you gain the following advice feature:
Use Your Head. When one or more creatures within 60 feet of you that you can see, including yourself, are forced to make a Wisdom, Intelligence, or Charisma saving throw, you can use your reaction to expend one Advice die and give a number of those creatures up to your proficiency bonus that can hear you a bonus on the saving throw equal to 1 roll of your Advice die.
Overtime
You're no stranger to working late. At 5th level, when you finish a short rest, you regain expended Advice dice equal to half your proficiency bonus (rounded up).
Additionally, once between long rests, you can choose expended experience slots to recover when you finish a short rest. The experience slots can have a combined level that is equal to or less than your proficiency bonus.
Strong and Wise
You are strong and wise, so say your loved ones at least. At 5th level, you gain the following benefits:
- When you make an attack roll using your Strength modifier, you may instead use your Wisdom modifier.
- When you use your Chin Up feature, add your Wisdom modifier to the temporary hit points gained by the target.
- When you make an ability check or saving throw using Strength, you may expend one Advice die and add it to the roll.
Relax
You've got no problem relaxing after a hard days work, and your presence helps others relax as well. At 6th level, when you finish a long rest in the company of others, you and each creature you finished the rest with gain the effects of the aid spell at a level equal to your proficiency bonus. This effect is not magical and cannot be dispelled.
Not Worth It
You know when things have gone too far, and won't hesitate to remove your family from a dire situation. At 7th level, when you're below half your maximum hit points, you can expend one Advice die to take the Disengage action as a bonus action. When you do, you gain temporary hit points equal to the expended die, and a number of creatures you can see up to your proficiency bonus that can hear you do not provoke opportunity attacks on their next turn.
Scold
Discipline is good for the soul, or so you've heard. At 7th level, if you would make a Charisma (Intimidation) check, you may instead make a Wisdom (Intimidation) check.
In addition, you gain the following advice feature:
Stop That. As a reaction when a hostile creature you can see within 60 feet of you that can hear you hits a creature other than you with an attack roll, you can expend one Advice die and subtract the expended die from the roll, potentially turning the hit into a miss.
Parental Intuition
You just have a sense for when something isn't right. At 9th level, you add your Wisdom modifier to initiative rolls, and when you make a Perception check, add 1 roll of your Advice die to the check's total.
Back in the Game
The thrill of adventure reminds you of your younger days. At 11th level, while you have temporary hit points, treat any experience slot you would expend to replicate an experience as being one level higher (you can replicate 4th level experiences with a 3rd level slot this way).
Additionally, when you use your Chin Up feature, you gain the same amount of temporary hit points as the target, and the target gains advantage on the next attack roll it makes before the start of your next turn.
Don't Mess with Mine
You would do anything to protect your family. At 13th level, you can expend a 4th level experience slot as a bonus action to replicate the effects of the tenser's transformation* spell on yourself for 1 minute. This effect cannot be dispelled, and you don't need to maintain concentration on it. Once you use this feature, you can't do so again until you finish a long rest.
Enough for Everyone
You've got more than enough love to go around. At 15th level, you can concentrate on two experiences at once. If you fail a saving throw to maintain concentration, both experiences end.
I'm Serious
You don't take lip, from children or demons. At 17th level, you regain all expended Advice dice when you finish a short rest.
I Believe in You
By 20th level, your ability to make others feel loved, accepted, and inspired is something far more powerful than simple magic. You can spend 10 minutes having a heartfelt conversation with a creature. That creature then gains 50 temporary hit points, has resistance to all damage, and is under the effects of the foresight spell. These effects last for one hour, are nonmagical, and cannot be dispelled. Any temporary hit points remaining at the end of the hour disappear.
You can also use this feature on yourself. When you do, it takes one bonus action rather than 10 minutes, and it lasts for one minute, at the end of which you suffer two levels of exhaustion.
Once you use this feature, you can't do so again until you finish a long rest, and the creature you used it on can't benefit from this feature for 2d4 days.
Optional Rule: Multiclassing
If you use the optional multiclassing rule in the Player's Handbook, here's what you need to know if you choose homesteader as one of your classes.
- Ability Score Minimum. As a multiclass character you must have a Wisdom and Strength score of at least 13 to take a level in this class, or to take a level in another class if you already are a homesteader.
- Proficiencies Gained. If homesteader is not your initial class, you only gain proficiency with light armor and simple weapons, and one artisan's tools of your choice.
- Features that reference casting. Other class features that reference casting or concentration, such as the barbarians inability to cast spells while raging, consider replicating experiences with this class as casting.
Hobbies
When you weren't keeping your family fed and warm, you spent your free time doing what you love, be it smithing, spending time outdoors, or the old ball and stick with the kids. Your hobby granted you experiences you wouldn't otherwise have gained, and you carry those with you on your adventure.
Sentimental Items
Each hobby has you start your adventure with a sentimental item, something that reminds you of home. This item always seems to find its way back to you when lost (in a way the DM deems appropriate). If your sentimental item is destroyed, you end up finding a similar item that reminds you of the one you lost.
Axe Thrower
Whether it's in the back yard with your buddies or in a tournament at the local fair, you love sending sharp objects down range and watching them stick. It's hard for anyone not to smile after landing a bullseye with several people watching.
Sentimental Axe
1st-level Axe Thrower feature
You brought your favorite throwing axe (a common handaxe) with you on your adventure. When you make a ranged attack roll with your Sentimental Axe, you can expend one Advice die to add it to the roll.
Watch This
1st-level Axe Thrower feature
You can draw a weapon that has the thrown property as part of the attack you make with that weapon.
When you reach 5th level in this class, you may use your Wisdom modifier instead of Strength for the damage rolls of ranged attacks you make using a thrown weapon.
Extra Thrown Attack
6th-level Axe Thrower feature
You can attack twice, instead of once, whenever you take the Attack action on your turn, as long as one of the attacks is a ranged attack with a thrown weapon.
It Stuck
6th-level Axe Thrower feature
When you make a ranged attack roll with a thrown weapon and roll an 18 or higher on the d20, your weapon sticks in the target on a hit, hampering them and giving other creatures advantage on attack rolls against the target until the beginning of your next turn.
Additionally, When you make a ranged attack with a thrown weapon and score a critical hit, you can use your bonus action that turn to make a ranged attack with a thrown weapon.
First Try
10th-level Axe Thrower feature
You have advantage on the first ranged attack roll you make with a thrown weapon each combat.
Improved Sentimental Axe
10th-level Axe Thrower feature
Your Sentimental Axe gains a bonus to attack and damage rolls equal to half your proficiency bonus rounded down, if it does not already have such a bonus. It also counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you make a ranged attack with your Sentimental Axe, replace the damage die with your Advice die if it is larger.
Bullseye
14th-level Axe Thrower feature
When you make a ranged attack roll with a thrown weapon, that attack scores a critical hit on a roll of 19-20, or 18-20 if the weapon is your Sentimental Axe.
Additionally, when you make a ranged attack with a thrown weapon, the normal and long range are increased by 10 and 30 feet, respectively.
One Eye Closed
18th-level Axe Thrower feature
Once per turn, you can close one eye when you make a ranged attack roll with a thrown weapon, causing you to have disadvantage on the attack roll. If the attack hits, it is a critical hit, and you add your Advice die to the damage roll (before doubling dice from the critical hit).
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Bushcrafter
There is nothing quite so relaxing and invigorating as the sounds of nature that fill your ears in the peace of the forest. You love being outdoors and everything that comes with it, and have taught yourself the skills necessary to stay in nature as long as you can.
Sentimental Bow
1st-level Bushcrafter feature
You never leave home without your trusty bow (either a shortbow or a light crossbow). While wielding your Sentimental Bow, you can expend one Advice die when you roll initiative to add it to the roll.
When you reach 5th level in this class, you may use your Wisdom modifier instead of Dexterity for the attack and damage rolls of your Sentimental Bow.
Survivalist
1st-level Bushcrafter feature
You gain proficiency in the Stealth and Survival skills, or one or two other skills of your choice if already proficient with one or both. You can also replicate the effects of the produce flame cantrip. The damage you deal with this cantrip is considered nonmagical.
Go Outside
6th-level Bushcrafter feature
You gain the Natural Explorer feature for one type of terrain as described in the ranger class description. You also gain a climbing and swimming speed equal to your walking speed, and moving through nonmagical difficult terrain costs you no extra movement.
In addition, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Gray Man
6th-level Bushcrafter feature
You can spend one minute surveying your surroundings and strategizing with your party. When you do, you can expend a 2nd level experience slot to replicate the effects of the pass without a trace spell. This effect is nonmagical and cannot be dispelled, and if any of the creatures you chose when replicating the spell move more than 30 feet away from you, the effect ends.
Additionally, you can take the Hide action as a bonus action, and once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. This increases to 4d6 at 18th level.
Great Outdoors
10th-level Bushcrafter feature
You can expend a 4th level experience slot to replicate the effects of the commune with nature spell.
In addition, you gain another terrain type for your Natural Explorer feature, and you can expend one Advice die to add it to any ability check you make that uses Stealth or Survival, or that involves using a dagger or rope.
Improved Sentimental Bow
10th-level Bushcrafter feature
Your Sentimental Bow gains a bonus to attack and damage rolls equal to half your proficiency bonus rounded down, if it does not already have such a bonus, and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, when you make a ranged attack with your Sentimental Bow, add 1 roll of your Advice die to the damage roll on a hit.
Wits About You
14th-level Bushcrafter feature
You can expend a 4th level experience slot to replicate the effects of the find the path or true seeing spells on yourself without needing to maintain concentration, but only one can be active at a time. This effect is nonmagical and cannot be dispelled, and once you replicate the effects of one of these spells this way, you must finish a long rest before you can replicate that spell again.
In addition, you have advantage on Wisdom saving throws to maintain concentration on your experiences, and Constitution saving throws to prevent suffering levels of exhaustion.
Adapt and Thrive
18th-level Bushcrafter feature
Your Natural Explorer feature applies in all terrain types, and you gain advantage on death saving throws, as well as all saving throws and ability checks you make that use Wisdom.
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Chef
Whether it be pies at the family gathering, soup on a winter's night, or fresh bread early in the morning, your cooking draws the crowd. The looks of jubilation from your loved ones, and the satisfied naps that follow, are your greatest joy, as nothing fills you with pride quite like providing a luxurious meal for your family.
Sentimental Cook's Utensils
1st-level Chef feature
Good food comes from the heart, but good knives don't hurt, and you keep your time tested kitchen equipment (common cook's utensils) on you wherever you travel. While in contact with your Sentimental Cook's Utensils, you can expend one advice die when you make an ability check using cook's utensils to add it to the roll.
When you finish a short rest while in contact with your Sentimental Cook's Utensils, you can expend one ration for each willing creature that finished the rest with you. When those creatures roll hit dice for that short rest, they treat any roll less that your proficiency bonus as your proficiency bonus.
Family Chef
1st-level Chef feature
You gain proficiency in cook's utensils, or another artisan's tools if you are already proficient. Also, you can replicate have a snack as a 1st level experience without expending an experience slot, producing extra portions equal to your proficiency bonus when you do so. Once you've replicated the experience this way, you must finish a short or long rest before you can do so again.
Salt and Pepper
6th-level Chef feature
You can spend 1 hour preparing delicious food, and can do so as part of a short or long rest. When you do, choose a flavor listed below. The next time you replicate have a snack, the portions grant an extra benefit when eaten based on the flavor chosen:
- Citrus. +1 bonus to Intelligence and Charisma saving throws and checks
- Creamy. +1 bonus to Wisdom saving throws and checks
- Salty. +1 bonus to Strength and Constitution saving throws and checks
- Spicy. +1 bonus to damage rolls
- Sweet. +1 bonus to Dexterity saving throws and checks
These benefits last for 1 hour or until you finish your next short or long rest.
Soul Food
6th-level Chef feature
A creature that eats one of your portions from the have a snack experience is cured of all effects currently reducing their hit point maximum or ability scores. A creature can receive this benefit even if they have already eaten a portion since their last short or long rest, but once this benefit has applied to the creature it must finish a long rest before the benefit can be applied again.
Additionally, a creature that eats one of your portions gains temporary hit points equal to your Wisdom modifier. A creature can receive this benefit any number of times between rests.
Old Family Recipe
10th-level Chef feature
You can choose two flavors when you use your Salt and Pepper feature, and the bonus from your flavors is now 1d4, instead of +1. The benefits now last for 8 hours, or until you finish your next short or long rest.
Additionally, the hit points regained by your portions from the have a snack experience increase to 2 rolls of your Advice die.
Improved Sentimental Cook's Utensils
10th-level Chef feature
While in contact with your Sentimental Cook's Utensils, you can beguile a creature with food. You spend 30 minutes and a 4th level experience slot preparing them a meal, after which you must make a Wisdom (Cook's Utensils) check with a DC equal to the creature's Wisdom score. On a success, if the creature chooses to consume the food, they become charmed by you for 24 hours or until you or your companions do anything harmful to it. The charmed creature is friendly to you.
Eat Like Kings
14th-level Chef feature
You can spend one hour and 1000 gp shopping in a location with adequate supplies, as determined by your DM, to gather ingredients for a grand feast. After shopping, you can spend 1 hour and a 4th level experience slot to prepare the feast, replicating the effects of the heroes' feast spell. The effects of this feast are nonmagical and cannot be dispelled. The ingredients go bad if not used within 24 hours after purchase.
Once you have prepared a feast this way, you must finish a long rest before you can do so again.
Made with Love
18th-level Chef feature
You can choose three flavors when you use your Salt and Pepper feature, and the bonus from your flavors increases to 1d6.
Cultist
The hum of lambs singing praises to the Elder Truth, the cries of jubilation as fresh blood pours into the offering chalice, these favors to the Dark One bring you such joy, and the cold touch of their eldritch tendril fills you with power. You may not be their favored champion, but you make sure in your off time that the small cult you lead out of your basement never runs dry of fresh sacrifice.
The Eldritch Touch
1st-level Cultist feature
Spell Slots
Spells you learn from this hobby can be cast by expending an experience slot as if it was a spell slot of the same level.
Spellcasting Ability
You use your Wisdom when you cast your Eldritch Touch spells, just as when you replicate your homesteader experiences.
Spells Learned from this Hobby
You learn specific spells when you reach certain levels in this class, as shown on the Eldritch Touch Spells table.
Eldritch Touch Spells
Homesteader Level | Spells |
---|---|
1st | eldritch blast, mind sliver** |
6th | arms of hadar, armor of agathys |
10th | crown of madness, levitate |
14th | hunger of hadar, summon shadowspawn** |
18th | evard's black tentacles, shadow of moil |
Sentimental Dagger
1st-level Cultist feature
The Dark One demands blood, and your favorite dagger is the best way to get it. While your Sentimental Dagger is equipped, you may expend one Advice die to make a melee attack with it as a bonus action, and you may draw it as part of the same bonus action if not already wielding it. If the attack hits, add the expended die to the damage roll, and that creature has disadvantage on the next saving throw you force them to make against one of your Eldritch Touch spells.
You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
We're All Family
1st-level Cultist feature
You gain proficiency in the Deception and Persuasion skills, or one or two other non-Dexterity skills of your choice if already proficient with one or both.
Communion
6th-level Cultist feature
You can expend an experience slot as an action to cause any number of creatures you can see within 10 feet of you that can hear you to regain expended spell or experience slots (including yourself). The total level of all slots regained this way between creatures must be less than or equal to the level of the experience slot you expended, and you must target at least one creature other than yourself. For each creature other than you that regains a spell slot this way, choose one spell from that creatures spell list that they agree with.
Until you finish your next long rest or you use this feature again, that spell is added to your spell list, and the creature can't cast it. The spell counts as an Eldritch Touch spell for you.
You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Devil's in the Details
6th-level Cultist feature
If you would make a Charisma (Deception) check, you may instead make a Wisdom (Deception) check, and you can expend one Advice die to add it to the roll.
Indoctrination
10th-level Cultist feature
When you use your Communion feature, you can choose to enter a pact with one of the targets, provided they are willing. This pact lasts until you finish a long rest, and while it is active, you can use the spell slots of that creature to cast your Eldritch Touch spells. When you do, the creature whose spell slot was expended gains temporary hit points equal to the level of the expended slot plus your Advice die. The creature must allow you to use its spell slots each time you do.
You can only have a pact with one creature at a time, and once you use this feature, you must finish a long rest before you can do so again. At 14th level, you can enter a pact with two creatures at once, and three creatures at 18th level.
Improved Sentimental Dagger
10th-level Cultist feature
Your Sentimental Dagger now deals necrotic damage and gains a bonus to attack and damage rolls equal to half your proficiency bonus rounded down, unless it already has such a bonus. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, when you hit a hostile creature with your sentimental dagger that can't see you or is restrained, add 2 rolls of your Advice die to the damage roll. If a creature drops to 0 hit points from that damage roll, you regain an expended Advice die.
Pyramid Scheme
14th-level Cultist feature
When you cast a spell using a spell slot of another creature, you can expend one Advice die and roll it. If you roll higher than the level of the slot expended, the spell is cast at one level higher. Regardless, if the spell has a damage roll, add the number rolled to the total.
Ascension
18th-level Cultist feature
You can expend any number of experience slots and spell slots from other creatures with a combined level of 9 or more to cast wish, though you can only replicate a spell of 8th level or lower when you do.
When you cast wish with this feature, you can expend one Advice die and roll it. If you roll a 9 or higher, you can replicate a spell of 9th level or lower instead of 8th.
Once you use this feature, you can't do so again until you finish a long rest.
Fisherman
Crickets chirping in the morning, or waves rolling with the salt air, there's nothing that compares to the tranquility, and occasional excitement, of fishing. The party won't believe how big your last catch was!
Sentimental Spear
1st-level Fisherman feature
Though sitting on a boat with your line in the water may be your preferred way to fish, your rod wouldn't be much help in a dungeon, so you brought your trusty spear (a common spear). While wielding your Sentimental Spear, you can use your bonus action to expend one Advice die and make an attack with a net, adding the expended die to the attack roll.
Spearfishing
1st-level Fisherman feature
You gain proficiency with nets and vehicles (water), and you can perform one of the following actions in 1 hour. These activities can be done as part of a short or long rest:
- You can untwine 15 feet of hempen rope to make a net.
- You can whittle a solid stick of sufficient length into a spear. This spear breaks after being thrown or when you roll a 1 on the d20 for an attack roll with it.
- As long as you are near a body of water that contains fish, you can use fishing tackle to catch enough fish to provide a ration's worth of food for yourself and up to 5 other people.
Got a Bite
6th-level Fisherman feature
You have advantage on initiative rolls, as well as attack rolls with nets against hostile creatures that have made an attack roll against a creature other than you on their last turn.
Additionally, nets made by you gain the following benefits:
- The DC for a creature to free themselves equals your Experience save DC.
- The slashing damage required to destroy them, and their AC, is increased by an amount equal to your proficiency bonus.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with them.
Tall Tales
6th-level Fisherman feature
You gain a bonus to your Charisma (Deception) checks, as well as any Charisma (Persuasion) checks you make related to asking people to go fishing with you, equal to your Wisdom modifier.
Additionally, any creature that spends at least an hour fishing with you one-on-one can add 1 roll of your Advice die to any Wisdom saving throw they make for the next 24 hours. This activity also counts as a short rest.
On Net Attacks
Note that net attacks are normally always made at disadvantage due to being a ranged weapon with a normal range of 5 feet and a long range of 15 feet. The features of this hobby counteract that disadvantage with increasing effectiveness
Perfect Cast
10th-level Fisherman feature
Attacking at long range doesn't impose disadvantage on your attack rolls with nets.
Also, when you make an attack roll with a net made by you and roll an 18 or higher on the d20, the target is incapacitated until the beginning of your next turn as they struggle with the net.
Improved Sentimental Spear
10th-level Fisherman feature
Your Sentimental Spear gains a bonus to attack and damage rolls equal to half your proficiency bonus rounded down, if it does not already have such a bonus. It also counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you land an attack with your Sentimental Spear against a restrained creature, the target takes additional piercing damage equal to 1 roll of your Advice die.
Tangled Line
14th-level Fisherman feature
When you land an attack with a net against a medium or smaller creature, you can target another medium or smaller creature with the same attack roll as long as they are within 5 feet of each other. If the attack hits either creature, those creatures become restrained by the net. Destroying the net frees both of them, but each creature must otherwise make their own Strength check, or have another creature do so, to free themselves.
It was this Big!
18th-level Fisherman feature
When you land an attack with a net against a huge creature, they have disadvantage on their attack rolls until they take an action to remove the net.
Additionally, when a creature within 20 feet of you attempts to attack a net restraining a creature or use their action to free a restrained creautre from a net, you can use your reaction to make an attack roll against them with a spear. On a hit, the creature subtracts 1 roll of your Advice die from their attack roll or Strength check.
History Buff
If its old, you love it. If it was used to kill things, even better. Your passion for history can make even your long-winded lectures entertaining, and its taught you quite a bit about what it takes to be successful on the battlefield.
Sentimental weapon
1st-level History Buff feature
You brought your favorite antique weapon (any martial weapon that lacks the two-handed and finesse property) and the armor you'd use for reenactments (either chain shirt or scale mail). While wielding your Sentimental Weapon, you can use your reaction when hit by a melee attack to expend one Advice die and subtract it from the attack roll, potentially turning the hit into a miss.
Well-Read
1st-level History Buff feature
You gain the following proficiencies:
- Medium armor
- One martial weapon of your choice
- Cartographer's tools, or another artisan's tools if already proficient
- History, or another non-Dexterity skill if already proficient
- One other Intelligence skill of your choice
- Two languages of your choice.
Battlefield Tactics
6th-level History Buff feature
When you roll for initiative and are not surprised or blinded, you can make an Intelligence (Perception) check with a DC of 10 + the number of hostile creatures who rolled initiative, as determined by the DM. On a success, each allied creature that can see or hear you may move up to half their movement speed before combat starts, and has advantage on the first attack roll they make on their first turn.
Additionally, your Intelligence saving throws gain a bonus equal to your Wisdom modifier.
Class Dismissed
6th-level History Buff feature
When you finish a short rest in the company of others, you can give any number of other creatures that you finished the rest with one of your Advice die, expending one per creature to do so. They can add that die to one attack roll, ability check, or saving throw they make, or they can expended it on their turn as a free action to gain temporary hit points equal to the expended die + your Wisdom modifier. Any die not expended disappears when you finish your next short or long rest.
Read About That
10th-level History Buff feature
As an action, you can expend a 4th level experience slot to replicate the effects of the legend lore spell. Once you use this feature, you can't do so again until you finish 2d4 long rests.
Additionally, your proficiency bonus is doubled for any ability checks you make that use Intelligence or a tool you are proficient in.
Improved Sentimental Weapon
10th-level History Buff feature
Your Sentimental Weapon gains a bonus to attack and damage rolls equal to half your proficiency bonus rounded down, unless it already has such a bonus, and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, when you have advantage on an attack roll with your Sentimental weapon, add your Advice die to the damage roll on a hit.
Harsh Lesson
14th-level History Buff feature
As a bonus action, you can expend one Advice die to make an Intelligence check with a DC equal to the AC of one hostile creature you can see within 60 feet of you. Add the expended die to the check, and on a success, each creature within 60 feet of the target that can see and hear you has advantage on attack rolls against that creature for one minute.
Those Who Don't Learn
18th-level History Buff feature
You can expend any combination of experience slots with a combined level of 9 or more to replicate the effects of the foresight spell on yourself, taking 1 minute to do so. Once you use this feature, you can't do so again until you finish a long rest.
While you are under the effects of the foresight spell, your Advice die becomes a d12.
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Magician
Thanks to an introductory text book you came into possession of, you've dabbled in the magical arts, learning what you could with the time you had. You're certainly not a wizard, but you know a few tricks, and some of them are even useful.
Sentimental Tome
1st-level Magician feature
You brought your old Magic for Beginners textbook that you love to study. You can use your Sentimental Tome as a spellcasting focus for the wizard spells you learn from this hobby, as the book has helpful notes to guide you through casting them. When you cast a wizard spell that requires an attack roll or saving throw while in contact with your Sentimental Tome, you can expend one Advice die to add it to the spell attack roll or subtract it from the saving throw, so long as the creature making the saving throw is within 60 feet of you.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The Magic Touch
1st-level Magician feature
Spell Slots
Wizard spells you learn from this hobby can be cast by expending an experience slot as if it was a spell slot of the same level.
Spellcasting Ability
You use your Wisdom when you cast your wizard spells, just as when you replicate your homesteader spells.
Spells Learned from this Hobby
You learn specific spells when you reach certain levels in this class, as shown in the Beginner Spells table. You learn additional spells of your choice from this hobby's features. Wizard spells you learn from this hobby must be of a level no higher than half your proficiency bonus, rounded up.
When you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell of the same school from the wizard spell list which you could learn.
Additionally, when you finish a long rest, you can consult your Sentimental Tome to replace one wizard cantrip you know, other than the ones gained from your Beginner Spells, with another cantrip of the same school from the wizard spell list.
Beginner Spells
Homesteader Level | Spells |
---|---|
1st | frostbite, prestidigitation, mage hand |
6th | magic missile, shield |
10th | counter spell, misty step |
14th | feather fall, fly |
18th | fireball, lightning bolt |
Prologue: The Basics
1st-level Magician feature
You gain proficiency in the Arcana skill, or another non-Dexterity skill of your choice if you are already proficient. When you make an Arcana check, you can expend one Advice die and add it to the roll.
Chapter 1: Abjuration
6th-level Magician feature
You learn two abjuration spells and one abjuration cantrip from the wizard spell list.
Beginner's Luck
6th-level Magician feature
When you expend an experience slot to cast a wizard spell, you can make an Intelligence (Arcana) check with a DC of 10 + three times the level of the spell. On a success, increase the level of the spell by one.
Chapter 2: Conjuration
10th-level Magician feature
You learn two conjuration spells and one conjuration cantrip from the wizard spell list.
Improved Sentimental Tome
10th-level Magician feature
When you cast a wizard spell while in contact with your Sentimental Tome, and as a result a creature is hit by a spell attack or fails a saving throw, your elation at your own success grants you temporary hit points equal to 1 roll of your Advice die + your Wisdom modifier + the level of the spell (0 if a cantrip).
Chapter 3: Transmutation
14th-level Magician feature
You learn two transmutation spells and one transmutation cantrip from the wizard spell list.
Chapter 4: Evocation
18th-level Magician feature
You learn two other evocation spells and one evocation cantrip from the wizard spell list.
Oops
18th-level Magician feature
When you cast a wizard spell while in contact with your Sentimental Tome, you can expend one Advice die and attempt to improve the spell by adding the number rolled to the level of the spell. For example, if you use a 4th level spell (experience) slot and roll a 4, the spell is cast at 8th level.
If the resulting total exceeds 9, the spell is cast at 9th level and each creature in a 30-foot-radius sphere, centered on you, must make a Dexterity saving throw. A creature takes a number of d10s equal to the total minus 9 as magical force damage on a failed save, or half as much damage on a success. This explosion does not damage objects in the area that are being worn or carried.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Martial Artist
You've been trained in the martial arts, being taught by a master from your community. You might not be a monk, but you know how to throw a real punch. Any goblin that underestimated you is likely to find themselves on the floor faster than they can draw their sword.
Sentimental Belt
1st-level Martial Artist feature
You brought the belt from your dojo uniform to give you confidence on your journey. While in contact with your Sentimental Belt, you can expend one Advice die when you make a Dexterity saving throw or unarmed strike to add it to the saving throw or attack and damage rolls.
Lethal Fists
1st-level Martial Artist feature
You can roll your Advice die in place of the normal damage of your unarmed strike. When you make an unarmed strike as part of the attack action, you can use your bonus action that turn to make an additional unarmed strike.
When you reach 5th level in this class, you can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes.
Extra Attack
6th-level Martial Artist feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Counter
6th-level Martial Artist feature
When a creature within 5 feet of you hits you with a weapon attack, you can use your reaction to expend one Advice die, roll it, and add the number rolled to your AC until the beginning of your next turn, potentially turning the hit into a miss. If the triggering attack then misses, you can make an unarmed strike against the attacking creature.
Mind over Matter
10th-level Martial Artist feature
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and once per turn, when you hit a creature with an unarmed strike, you can have the target take extra damage equal to your Strength modifier.
Additionally, your Dexterity saving throws gain a bonus equal to your Wisdom modifier.
Improved Sentimental belt
10th-level Martial Artist feature
When you take the Attack action while in contact with your Sentimental Belt, you can expend one Advice die to tighten your belt, focusing yourself. Roll the expended die and add the number rolled to all attack rolls you make for unarmed strikes until the beginning of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
No Fear
14th-level Martial Artist feature
Your training has steeled you against adversity, granting you proficiency in all saving throws.
Additionally, your Use Your Head feature can can be used for all saving throws.
Master of the Martial Arts
18th-level Martial Artist feature
When you focus yourself with your Sentimental Belt, your Advice die becomes a d12 until the beginning of your next turn, and you can make an additional unarmed strike when you take the attack action, if all of your other attacks are also unarmed strikes.
Additionally, you can make two unarmed strikes instead of one when you use your Counter feature.
Preacher
You spent your free time in service of your local temple. You're no cleric, but you like to think the big guys upstairs (downstairs?) are looking out for you.
Sentimental Symbol
1st-level Preacher feature
You always have your holy symbol on you. While in contact with your Sentimental Symbol, you can expend one Advice die as a bonus action to gain temporary hit points equal to the expended die + your Wisdom modifier + your homesteader level. Once you do, you can't do so again until you finish a short or long rest.
Say a Prayer
1st-level Preacher feature
When you roll for initiative, you can touch your Sentimental Symbol and expend an experience slot of at least 1st level to cast either divine favor or shield of faith, ignoring material components. When cast this way, you don't need to maintain concentration on the spell.
Additionally, You gain proficiency in the Religion skill, or another non-Dexterity skill of your choice if you are already proficient.
Heart of a Servant
6th-level Preacher feature
You learn the lesser restoration and prayer of healing spells. They count as cleric spells for you, and you can cast them by expending an experience slot as if it was a spell slot. Lesser restoration has a casting time of 1 minute when cast this way.
Gods be with Me
6th-level Preacher feature
When you cast divine favor with your Say a Prayer feature, you use your Advice die instead of a d4 for the extra damage.
Additionally, when you replicate shield of faith with your Say a Prayer feature and target a creature other than yourself, you gain a +1 bonus to your AC for the duration of the spell.
Have Faith
10th-level Preacher feature
You can expend a 4th level experience slot to cast commune or greater restoration. When cast this way, they have a casting time of 10 minutes and 1 minute, respectively.
Improved Sentimental Symbol
10th-level Preacher feature
You can gain temporary hit points with your Sentimental Symbol twice between rests.
Additionally, when you use your Say a Prayer feature, you replicate both divine favor and shield of faith. You still only expend one experience slot, and you don't need to maintain concentration on either spell.
Divine Retribution
14th-level Preacher feature
You can expend a 4th level experience slot to cast either divine word or true seeing. Once you cast either spell, you can't cast that spell again until you finish a long rest.
Mission from the Gods
18th-level Preacher feature
You can spend 10 minutes praying, after which you can expend any combination of experience slots with a combined level of 9 or more to cast mass heal. When replicated this way, each creature affected by the spell gains temporary hit points equal to your Advice die + your Wisdom modifier + your homesteader level. Once you use this feature, you can't do so again until you finish a long rest.
Smith
Nothing satisfies you quite like the heat of the forge on your skin, and the song of stricken metal ringing in your ears. Watching the molten ore change from a lump of steel into a finely crafted instrument, and look at excitement on the face of its wielder, thats what it's all about.
Sentimental Smith's Tools
1st-level Smith feature
You couldn't set out without your lucky tools (Smith's Tools). While in contact with your Sentimental Smith's Tools, your proficiency bonus is doubled for any ability check you make that uses smith's tools, and when you make an ability check with a tool, you can expend one Advice die to add it to the roll.
Part of the Job
1st-level Smith feature
You gain the following proficiencies:
- Smith's tools and Leatherworker's tools, or one or two other artisan's tools if already proficient
- Medium and heavy armor
- Shields
- Two martial melee weapons of your choice
Traveling Smithy
6th-level Smith feature
When you take a long rest while in contact with your Sentimental Smith's Tools, you can spend one hour of the long rest attempting to hone a number of nonmagical armors and melee weapons up to your proficiency bonus, without interrupting your rest. You may also attempt to hone one such item each time you finish a short rest.
For each item, make a Wisdom (smith's tools) check. The DC equals 10 for a light armor or simple weapon, 15 for a medium armor or martial weapon that lacks the two-handed property, or 20 for a heavy armor or two-handed martial weapon. On a success, that item grants a bonus to AC or attack and damage rolls equal to half your proficiency bonus, rounded down. These benefits last until your next long rest.
While the Iron is Hot
6th-level Smith feature
While wearing or wielding an item honed with your Traveling Smithy feature, you add your proficiency bonus to initiative rolls.
Done This Before
10th-level Smith feature
When you attempt to hone an item you are proficient with, you have advantage on the Wisdom check.
In addition, when you use your Chin Up, Use Your Head, or Stop That features, if the target is wearing or wielding an item you honed with your Traveling Smithy feature (or attacking a creature wearing or wielding such an item for Stop That), use the maximum value of your Advice die instead of rolling it.
Improved Sentimental Smith's Tools
10th-level Smith feature
The love you put into your craft is almost magical. When you successfully hone an item with your Traveling Smithy feature, it gains any of the following benefits that apply:
- A weapon's damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Once per turn when a creature attacks with that weapon, they can add 1 roll of your Advice die to the damage roll.
- A light armor causes opportunity attacks against the wearer to be made at disadvantage.
- A medium armor doesn't impose disadvantage on Dexterity (Stealth) checks if it normally would.
- A heavy armor causes any critical hit against the wearer to become a normal hit.
These benefits last until your next long rest.
Not Half Bad
14th-level Smith feature
When you beat the DC of an item you successfully hone with your Traveling Smithy feature by 5 or more, that item gains any of the following benefits that apply:
- A weapon scores a critical hit on a roll of 19-20, and has one of it's damage die increase in size by one, up to a d12. If all that weapon's damage dice are already d12s, it gains a +1 bonus to damage rolls instead.
- An armor grants the wearer resistance to nonmagical bludgeoning, piercing, and slashing damage.
These benefits last until your next long rest.
Pretty Good at This
18th-level Smith feature
When you beat the DC of an item you successfully hone with your Traveling Smithy feature by 10 or more, that item gains any of the following benefits that apply:
- A weapon grants advantage on all attack rolls made with it.
- An armor imposes disadvantage on any nonmagical weapon attack rolls made against the wearer.
- A light armor grants its wearer advantage on Dexterity saving throws.
- A medium or heavy armor grants the wearer resistance to all nonmagical damage.
These benefits last until your next long rest.
Sports Fan
Seeing the ball fly over the fence, running down the line, the fanfare, be it from a gathering of townsfolk or your cheering children, all these experiences and more are what you look forward to each time you pick up your favorite ball. What could be more rewarding than sharing that exhilaration with your loved ones.
Sentimental Club
1st-level Sports Fan feature
You brought your favorite club (a common club) you'd use for games as protection on your journey. You Sentimental Club has the Versatile (1d8) property, and when you attack with your Sentimental club, you can expend one Advice die. If you do, add it to the damage roll on a hit.
Backyard Ball
1st-level Sports Fan feature
When you replicate pitch, add your Wisdom modifier to the damage roll.
Give 'em Hell
6th-level Sports Fan feature
When you roll for initiative, you can expend a 3rd level experience slot to replicate the effects of the crusader's mantle spell. This effect is nonmagical, cannot be dispelled, and you don't need to maintain concentration on the effect.
Additionally, when you use your Chin Up feature, the target can add 1 roll of your Advice die to the next attack and damage roll they make.
Safe
6th-level Sports Fan feature
As a bonus action, you can expend one Advice die to select a number of friendly creatures other than you up to your proficiency bonus within 120 feet of you that can see or hear you. Those creatures can use their reaction to move up to their movement speed without provoking opportunity attacks.
Additionally, your Use Your Head feature can be used for Dexterity saving throws.
Huddle Up
10th-level Sports Fan feature
While not in combat, you can expend a 4th level experience slot to strategize with at least two other creatures within 5 feet of you for one minute. At the end of that minute, you replicate the effects of the circle of power spell. This effect is nonmagical, cannot be dispelled, and you don't need to maintain concentration on the effect.
Additionally, the range of your Chin Up, Use your Head, and Stop That features each increase to 90 feet.
Improved Sentimental Club
10th-level Sports Fan feature
Your Sentimental Club gains a bonus to attack and damage rolls equal to half your proficiency bonus rounded down, unless it already has such a bonus, and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can replicate pitch while holding your Sentimental Club with two hands. When you do, you make a ranged weapon attack using your Experience attack modifier against the target, rather than them making a saving throw. On a hit, the target takes damage as if they had failed the saving throw, and extra damage equal to 1 roll of your Advice die + your Strength modifier. hit or miss, you can then immediately take the Dash action.
Fast Pitch
14th-level Sports Fan feature
When a hostile creature that you can see moves within 5 feet of a friendly creature within 60 feet of you that you can see, you can use your reaction to replicate pitch against the hostile creature. If the creature takes damage from the trick, that creature has disadvantage on the next attack roll it makes before the start of your next turn.
Champions
18th-level Sports Fan feature
When you replicate an aura experience, or the effects of the crusaders mantle or circle of power spells, you may choose up to 10 allied creatures within 90 feet of you that can hear you. Rather than an area of effect, the experience or spell effect instead considers you and each of the chosen creatures to be within the aura. Those creatures gain temporary hit points equal to your Wisdom modifier at the start of each of their turns and have advantage on attack rolls for as long as the experience or spell effect persists.
Volunteer
Building homes for the homeless, working soup kitchens for the hungry, whatever your contribution, community has always been at the center of your heart. You'd give the shirt off your back if you thought someone could use it, and you learned quite a lot about what it takes to keep people going.
Sentimental Backpack
1st-level Volunteer feature
You never leave home without your pack (a common backpack). While wearing or in contact with your Sentimental Backpack, you gain the following benefits:
- You count as one size larger when determining your carrying capacity.
- You can stabilize a dying creature you can touch as an action.
- When you finish a short or long rest, you can replicate have a snack without expending an experience slot.
- When you make an ability check, you can expend one Advice die to add it to the roll. You can do so after the initial roll but before the roll's results are revealed.
Hope
1st-level Volunteer feature
You gain proficiency in the Medicine skill, or another non-Dexterity skill of your choice if you are already proficient. Also, When you replicate ain't that bad, both you and the target gain temporary hit points equal to the hit points regained.
Community
6th-level Volunteer feature
You can spend 10 minutes conversing with other creatures. When you do, expend one Advice die for each of those creatures, and for the next 10 minutes, you and each of those creatures that are within 30 feet of you can roll your Advice die and add the number rolled to an attack roll, an ability check, or a saving throw each of you make. Each creature can add your Advice die no more than once per turn.
Call to Action
6th-level Volunteer feature
When a friendly creature you can see drops to 0 hit points, you can use your reaction to expend one Advice die and move up to your speed in as direct a line as you can toward the creature while avoiding obstacles. Roll the expended die and add the number rolled to your AC until the start of your next turn.
Additionally, When you replicate love, the creature rolls your Advice die instead of a d4
Field Experience
10th-level Volunteer feature
You can spend 10 minutes talking to a willing creature, after which you can expend a 4th level experience slot and replicate the effects of the skill empowerment* spell. This effect is nonmagical, cannot be dispelled, and you don't need to maintain concentration on the effect.
In addition, you have advantage on Wisdom saving throws to maintain concentration on experiences.
Improved Sentimental Backpack
10th-level Volunteer feature
While wearing your Sentimental Backpack, you can regain expended experience slots as a bonus action. The experience slots can have a combined level that is equal to or less than your Wisdom modifier. You can regain them all at once, or you can use this bonus action multiple times, until the total amount of levels regained with this feature equals your Wisdom modifier, at which point you cannot use this feature again until you have finished a long rest.
Also, when you roll your Advice die while you wearing your Sentimental Backpack, treat any roll less than your proficiency bonus as your proficiency bonus.
Fearless
14th-level Volunteer feature
Your Community feature now lasts for 1 hour, has a range of 60 feet, and can be activated for 1 minute as an action by expending a 4th level experience slot. When activated this way, choose any number of friendly creatures within 60 feet of you to be under its effects, expending one Advice die for each of them as normal.
Additionally, when you use your Call to Action feature, you can move up to twice your speed, and you have resistance to all damage until the beginning of your next turn.
Love is Enough
18th-level Volunteer feature
You can concentrate on three experiences at once. If you fail a saving throw to maintain concentration, they all end.
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Homesteader Experience List
You can replicate any of the experiences below for which you have an experience slot of the appropriate level. They are organized by experience level, not character level.
Tricks (Level 0)
- Attention
- Care
- Love
- Pitch
- Smile
1st Level
- Ain't that Bad
- Don't Touch That
- Don't You Make Me
- Duck!
- Get Up!
- Good Boy
- Got a Feeling
- Have a Snack
- Mono e Mono
- Party Time
- Put Your Back into It
- Smooth Talk
- Somethin' Ain't Right
- Time to Go
- You Can Do It
- You Smell That
2nd Level
- Bite Down
- Do Your Best
- It's Alright
- Last Place You Look
- Lay of the Land
- Parental Instincts
- Story Time
- Watch Where You're Going
3rd Level
- Believe in Yourself
- Don't Give Up!
- Don't Think So
- Go Get em
- Nap Time
- We Can Do It
- We're a Team
4th Level
- Don't Let Me Down
- Hold On
- Lookin' Out for Ya'
- What'd I Tell Ya'
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Tricks
Attention
Verbal, Concentration
You spend 1 minute giving pointers to a creature within 10 feet of you that can hear. At the end of that minute, the creature can add 1 roll of your Advice die to an ability check of its choice that it makes within the next minute.
Care
Somatic, Concentration
You spend 10 minutes repairing a single break or tear in an object you can touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
Love
Verbal, Somatic, Concentration
As an action, you reassure a willing creature you can touch. For 1 minute, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The experience then ends.
Pitch
Somatic, Material
As an action, you throw a small stone at a creature you can see within 60 feet of you. The target must succeed on a Dexterity saving throw or take bludgeoning damage equal to 1 roll of your Advice die.
This experience’s damage increases by 1 roll of your Advice die when you reach 5th level in this class (2 rolls), 11th level (3 rolls), and 17th level (4 rolls).
*-(one small stone, which is thrown as part of the trick)
Smile
As a bonus action, you smile at another creature you can see within 30 feet of you that can see you. The target then gains 1 temporary hit point. This experience has no effect if there is a hostile creature within 5 feet of the target.
1st Level Experiences
Ain't that Bad
Somatic
As an action, you can look over a creature you can touch, giving them a good dust-off. The target regains hit points equal to 1 roll of your Advice die + your Wisdom modifier.
Don't Touch That
As an action, you take mental note of a door, window, stationary object, or an area no larger than a 20-foot cube that you can see within 30 feet of you. Until you finish your next long rest, you get a strong feeling whenever a tiny or larger creature touches the object or enters the warded area. You know whether that creature is friendly or hostile towards you, but gain no other insight about the creature.
Don't You Make Me
Verbal
As an action, you fill your voice with authority and shout one of the following commands at a creature. The target must succeed on a Wisdom saving throw or follow the command on its next turn. A creature automatically succeeds on the saving throw if it is undead or it doesn't share a language with you.
Back Up! The target spends its turn moving away from you by the fastest available means.
Come Here! The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop it! The target drops whatever it is holding and then ends its turn.
Get Down! The target falls prone and then ends its turn.
Quit That! The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you replicate this experience using an experience slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Duck!
As a reaction when a ranged attack roll is made against you, you drop prone, imposing disadvantage on the roll.
Get Up!
Verbal
As a bonus action, you shout out to a living unconscious creature within 60 feet of you that has 0 hit points. That creature regains 1 hit point, and gains temporary hit points equal to 1 roll of your Advice die.
Good Boy
Verbal, Somatic
As an action, you can endear yourself to a large or smaller beast that you can see within 10 feet of you. If the beast's Intelligence is 4 or higher, this experience fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the next 24 hours. If you or one of your companions harms the target, the effect ends.
At Higher Levels. When you replicate this experience using an experience slot of 2nd level or higher, you can affect one additional beast for each slot level about 1st.
Got a Feeling
Concentration
As an action, you listen to your gut. For the next 10 minutes, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, including behind total cover. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
Have a Snack
Somatic
As an action, you pull two portions of a homemade snack from your supplies. A creature can use its action to eat one portion. Eating a portion restores hit points equal to 1 roll of your advice die, and provides nourishment equal to 1 ration.
Once a creature has eaten a portion, they can't benefit from eating another one until they have finished a short or long rest. The snacks go stale after 24 hours, losing their benefits.
At Higher Levels. When you replicate this experience using an experience slot of 2nd level or higher, the number of portions you pull out increases by two.
Mono e Mono
Verbal, Concentration
As an action, you attempt to challenge a creature you can see within 30 feet of you to a one-on-one. That creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space more than 30 feet away from you; if it succeeds on this saving throw, the creatures movement isn't restricted for that turn.
This effect ends if you attack any other creature, if you target a hostile creature other than the target with a spell or experience, if one of your allies damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
At Higher Levels. When you replicate this experience using an experience slot of 2nd level or higher, the healing increases by 1 roll of your Advice die for each slot level above 1st.
Party Time
You spend an hour helping others kick back and crank up the fun, paying special attention to a specific creature. When you replicate this experience, choose one of the following effects, the target of which must be within 30 feet of you for the full hour.
Celebration. Another creature of your choice adds a d4 to every saving throw it makes for the next 24 hours.
Cookout. You talk to one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Fancy Dinner. Another creature of your choice is cured of any long or short-term madness, effects reducing its maximum hit points, and effects reducing its ability scores.
Game Night. Another creature of your choice adds a d4 to every ability check it makes for the next 24 hours.
Rager. Another creature of your choice adds a d4 to every attack roll it makes for the next 24 hours.
Once a creature has benefited from a party, it can't benefit from that party again.
Put your Back into It
Verbal, Concentration
As an action, you push your companions to hit harder. Choose up to three creatures within 30 feet of you that can hear. For one minute, the first time each turn that a target hits with a melee weapon attack, the weapon deals additional damage equal to 1 roll of your advice die.
At Higher Levels. When you replicate this experience using an experience slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Smooth Talk
Verbal
As an action, you attempt to chat up a humanoid creature that can hear you within 10 feet of you. It must succeed on a Wisdom saving throw or become charmed by you for as long as you continue using your action to maintain the effect, up to 1 hour.
While a creature is charmed this way, both your speed and the charmed creature's speed drops to 0. Every 10 minutes that this effect is maintained, the charmed creature repeats the saving throw.
A creature automatically succeeds on the saving throw if it is hostile or you do not share a language. You cannot target a creature that has succeeded on the saving throw in the past 24 hours.
At Higher Levels. When you replicate this experience using an experience slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 10 feet of you target them.
Somethin' Ain't Right
Concentration
As an action, you narrow your eyes and take a look around. For the next 10 minutes, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to become aware of any creatures or objects in the area that bear magic.
Time to Go
Concentration
As a bonus action, you start bookin' it. When you replicate this experience, and then as a bonus action on each of your turns for the next minute, you can take the dash action.
You Can Do It
Concentration
As an action, you touch another creature on the shoulder with a firm but caring grip. For the next minute, that creature is immune to being frightened and gains temporary hit points equal to your Wisdom modifier at the start of each of its turns.
At Higher Levels. When you replicate this experience using an experience slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You Smell That
Concentration
As an action, you take a deep breath. For the next 10 minutes, you know the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
2nd Level Experiences
Bite Down
Somatic
As an action, you can neutralize one poison affecting a creature that you can touch. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For 1 hour, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Do Your Best
Verbal, Concentration
As an action, you speak thoughtful and encouraging words to a creature that can hear you within 30 feet of you. The creature must share a language with you, otherwise this experience has no effect. Choose one of the following options; the target gains that effect for the next hour.
Healthy as a Horse. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Strong as an Ox. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Nimble as a Cat. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Grand as an Eagle. The target has advantage on Charisma checks.
Cunning as a Fox. The target has advantage on Intelligence checks.
Sharp as an Owl. The target has advantage on Wisdom checks.
At Higher Levels. When you replicate this experience using an experience slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
It's Alright
Verbal, Somatic, Concentration
As an action, you can attempt to ease strong emotions in a group of people Each humanoid within 30 feet of you that can hear you must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes, and you can choose a single humanoid instead of an area. If a creature fails the saving throw, choose one of the following effects:
You suppress any effects causing a target to be charmed or frightened. When this spell ends, if it was concentrated on for the full minute, any suppressed effects end. Otherwise they resume, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Last Place You Look
Concentration
As an action, you think hard about an object that is familiar to you. For 10 minutes, you get a sense of the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
This experience can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the experience can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
Lay of the Land
As an action, you think on a specific kind of beast or plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Parental Instincts
As an action, you consider a course of action you plan to take within the next 30 minutes. Your gut (and the DM) tells you if that course of action will have good results, bad results, both, or neither.
Certain things, such as an ally or foe casting a spell, or losing a companion, can throw off your prediction.
If you replicate this experience two or more times before completing your next long rest, there is a cumulative 25 percent chance after the first replication that you get a random feeling. The DM makes this roll in secret.
Story Time
Verbal
You spin a yarn, grabbing the attention of creatures of your choice within 60 feet of you that can hear and share a language with you. Those creatures must make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The experience ends if you are incapacitated or can no longer speak.
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Watch Where You're Goin'
As an action, you become aware of the presence and location or trigger mechanism of any traps or natural dangers within 30 feet of you that you have line of sight to. A trap, for the purpose of this experience, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator, such as an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap. A natural danger would be something like a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
When you detect a trap, you learn the object or area that would activate it, but you do not learn how it is activated or what the trap does. When you detect a natural danger, you learn the area of object that should be avoided.
At Higher Levels. When you replicate this experience using an experience slot of 3rd level or higher, the range increases by 30 feet for each slot level about 2nd.
3rd Level Experiences
Believe in Yourself
Verbal, Concentration
As an action, you reassure yourself and another willing creature you can see within 30 feet of you that can hear and shares a language with you. For 1 hour, you and that creature have resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels. When you replicate this experience using an experience slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Don't Give Up!
Verbal
As a bonus action, you cry out to your allies with words of hope. Up to six creatures within 60 feet of you that have 0 hit points regain 1 hit point and gain temporary hit points equal to 1 roll of your Advice die.
Don't Think So
Somatic
As a reaction when you see a creature casting a spell, you can make an attack roll against that creature, using any available means to do so, including a thrown attack with an improvised weapon.
On a hit, the target takes the damage from the attack as normal, and if the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, compare the attack roll's total against a DC of 10 + the spell's level. If the attack roll is equal to or greater than the DC, the creature's spell fails and has no effect.
At Higher Levels. When you replicate this experience using an experience slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the experience slot you used.
Go Get 'Em
Verbal, Concentration
As an action, you light a fire in the soul of another creature that can hear and shares a language with you that is within 30 feet of you. For 1 minute, the target is under the effects of the haste spell. This effect cannot be dispelled, and it ends early if you can no longer speak.
When the experience ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Nap Time
Verbal
As an action, you put up to three willing creatures of your choice within 30 feet of you at ease. The creatures must be able to hear you and share a language with you. Those creatures fall unconscious for 10 minutes. A creature wakes up early if it takes damage or someone uses an action to shake or slap them awake. If a target remains unconscious for the duration, that target gains the benefit of a short rest, and it can't be affected by this experience (or the catnap spell) again until it finishes a long rest.
At Higher Levels. When you replicate this experience using an experience slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
We Can Do It
Verbal, Concentration
As an action, you bolster the moral of your companions. Choose any number of creatures within 30 feet of you that can hear and share a language with you. For 1 minute, each of those creatures has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
We're a Team
Verbal, Concentration, Aura
As an action, you think of your allies, exuding an aura of vigor within a with a 30-foot-radius. For 1 minute, this aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to gain temporary hit points equal to 1 roll of your advice die.
At Higher Levels. When you replicate this experience using an experience slot of 4th level or higher, the temporary hit points gained increases by 1 roll of your Advice die for every two slot levels above 3rd.
4th Level Experiences
Don't Let Me Down
Verbal, Concentration, Aura
As an action, you think of your family, exuding an aura of life with a 30-foot-radius. For 10 minutes, this aura moves with you, centered on you. Each nonhostile creature in the aura that can hear (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Hold On
Verbal, Concentration, Aura
As as action, you think of how far you've come, exuding an aura of hope with a 30-foot-radius. For 10 minutes, this aura moves with you, centered on you. Each nonhostile creature in the aura that can hear (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Lookin' Out for Ya'
Somatic
As an action, you hug a creature you can touch, sharing your appreciation for them. For the next 8 hours, the target is under the effects of the death ward spell. This effect cannot be dispelled, but otherwise ends normally as stated in the spell's description.
What'd I tell Ya'
As an action, you strongly consider a question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen, any of which come to your mind as something you once heard that you feel strongly applies to the thing in question.
This experience doesn't account for any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you replicate this experience two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
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Credits
& Change Log
Change Log
v2.0:
- Added new subclasses. Fisherman and Chef.
- Changed Advice die pool to wis + prof.
- Buffed Chip Up to + prof rounded up.
- Think of home now gains second use at 9th level.
- Changed Kick Back to Advice die times prof.
- Swapped places of If I may and Relax.
- If I May now requires sharing a language with the target, and DC reduction from higher level slots was nerfed.
- Added bonus to initiative equal to wis to Paternal Intuition and allowed adding die to any Perception check.
- Added new effect to Back in the Game, now increases all experiences replicated by 1 level.
- Buffed Don't Mess with Mine to a bonus action.
- Buffed I Believe in You to a bonus action when used on self.
- Added bonus range for thrown attacks to Bullseye.
- Changed Great Outdoors from double proficiency to ability to expend a die and add it to the check.
- Removed extra attack from Bushcrafter.
- Increased Gray Man damage to 4d6 at level 18.
- Removed once per long rest limit from Great Outdoors.
- Nerfed Sentimental Weapon to melee attacks.
- Changed Battlefield Tactics to Intelligence (Perception) check, and clarified you can't be blinded.
- Buffed spell selection for magic touch to half prof rounded up.
- Added Beginner Spells table, granting bonus spells at certain levels.
- Changed Prologue: Cantrips to Prologue: The Basics, can now add die to Arcana checks.
- Added new feature, Beginner's Luck, to Magician.
- Removed prof limit from Sentimental Belt and added it to Improved Sentimental Belt.
- Clarified that Counter uses your reaction.
- Moved improvements to shield of faith to Gods be with Me.
- Moved casting both divine favor and shield of faith to Improved Sentimental Symbol.
- Changed several Sport's Fan features to use pitch trick instead of magic stone or shillelagh.
- Buffed Sentimental Backpack to short or long rest.
- Added advantage on wis saving throws to maintain concentration to Field Experience.
v1.3:
- Added a new subclass, Cultist
- Removed replacing a spell's die with your advice die if it is larger.
- Removed Wis modifier from Chin Up until level 5 (Now added by Strong and Wise), and changed half level to half prof.
- Removed Wis modifier from Kick Back.
- Nerfed Level-Headed to only grant advantage to saving throws.
- Changed Overtime to regain spell slots only once per long rest.
- Changed Strong and wise to allow expending an Advice die to add it to a Strength check or throw.
- Added temp health equal to advice die to Not Worth It.
- Removed additional prof level scaling for Relax feature from Back in the Game, and nerfed advantage to only the target of chin up.
- Reduced cooldown on I Believe in You to 2d4 days, and reduced temp hp to 50.
- Removed Bless, Aura of Vitality and Locate Creature from the spell list.
- Shifted using wisdom for thrown damage rolls from Watch This to 5th level
- Reduced die range on It Stuck to 18-20.
- Nerfed First Try to once per combat.
- Added 'Once per turn' clause to to One Eye Closed.
- Shifted Wisdom for attack and damage with Sentimental Bow to 5th level.
- Added bonus action hide and 2d6 bonus damage to advantaged attacks to Gray Man
- Added clause to Battlefield tactics that you must not be surprised.
- Moved using wis for unarmed stikes to Lethal Fists at 5th level.
- Altered Improved Sentimental Symbol to give you a bonus to AC when replicating shield of faith on another creature.
- Corrected Improved Sentimental Smith Tools to say medium armor doesn't impose stealth disadvanatage and limited crit negation to heavy armor, and pushed physical resistance to Not Half Bad.
- Reduced crit range from Not Half Bad to 19-20, and pushed disadvantage on weapon attacks for armor to Pretty Good at This.
- Removed Disadvantage on all attacks from armor.
- Added 'until end of turn' to AC bonus for Call to Action.
v1.2:
- Nerfed Chin up to be die + Wis + half level.
- Removed use limit from Sentimental weapon feature.
- Removed unarmed strike atk/dmg bonus from Mind Over Matter and added a once per turn strength damage boost.
- Changed Traveling Smithy only allow honing items equal to prof on a long rest, and one addtional per short rest. Also changed check to Wisdom (smith's tools) check.
- Changed Done This Before to grant advantage on any item you're proficient in.
- Added Wis to temp health gained from Improved Sentimental Tome
- Increased Sentimental Symbol temp health to die + Wis + level
- Added double use of Sentimental Symbol to Improved Sentimental Symbol.
v1.1:
- Added Think of Home to Advice feature.
- Swapped places of Hardy and Level-Headed.
- Altered If I may to decrease DC if a higher level slot is used.
- Added Wisdom (Persuasion) check replacement to If I May.
- Enough for Everyone now causes both spells to end if you lose concentration.
- Axe Thrower's Sentimental Axe feature can be used freely on attack rolls with Sentimental Axe
- Lots of Hobby tweaks!
v1.0:
- Initial class creation.
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The Homesteader
By u/23BLUENINJA
- MTG Art:
- Christopher Moeller - pg 1
- Howard Lyon - pg 2
- KNIIO - pg 6
- Jeff Easley - pg 7
- Ryan Pancoast - pg 11
- Michael Komarck - pg 17
- Tom Wänerstrand - pg 18
- Howard Lyon - pg 21
- Eric Deschamps - pg 23
- Chris Rahn - pg 26