### 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. \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum ### 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. \columnbreak #### 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. \pagebreakNum
# 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.
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### 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.
\pagebreak
The Homesteader
By u/23BLUENINJA
A support class that heals their party with time and attention.
Art Credits
___
- 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
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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