Importance to Society
In every realm and group of races exists those that tend to the nurture and well being of communities. Inns, Taverns and even Kingdoms rely on livestock and crops to feed their constituents Someone has to tend to keeping the societies well fed so they continue functioning. In order to cripple these areas raiders and bandits attack, commit arson and ransack the farmlands. This would ensure that their enemies would be too hungry and malnourished to fight back. Sometimes the attack on the farmlands is successful while other times it is not. Farmers who are courageous enough to defend their livelihood and land become proficient with weapons, armor and magic. These farmers are called Agriculturalists.
Preparing for Battle
Agriculturalists learn martial combat with simple and martial weapons. They are granted magical abilities through the Harvest Moon and are trained by other Agriculturalists on how to wield weapons, don armor and shields and how to properly wield magic. The Cantrips and Spells they learn tend to help with invaders, pests and make their farming lives easier.
Connection to the Harvest Moon
Despite not following any specific gods or deities Agriculturalists are granted magical powers through the symbol of a good harvest. The connection to the Agriculturalist still remains a mystery and even the magical farmer is perplexed by why they are able to cast spells. Regardless, the Harvest Moon smiles upon the Agriculturalist and wishes for the connection to farmlands never to die.
Call to Action
Not all Agriculturalists stay stationary. Sometimes they need to deal with the rampaging Orcs, raiding Goblins or deadly Vampires. Adventurers are not always around and even might require huge payment for dealing with problems. Maybe money is tight and debts need to be paid off. Or maybe they don't want to pay for overly priced seeds and fertilizer and sets out to attain them another way.
Relationship with Others
Agriculturalists have good standing with other Agriculturalists and the local Townsfolk. Rangers understand how important their role in society is but wish they could learn how to hunt. Wizards are baffled by how they are able to cast magic without studies whereas the Agriculturalist hates the Necromancer school since they believe the undead poison their livestock and crops. Clerics believe they are blessed by the fertility gods to wield magic, but they do not understand how the Harvest Moon works. Agriculturalists tend to get in tussles with the local Druid. Druids believe that the Agriculturalist is abusing nature to its own whims and destroys the nature life cycle by watching over livestock and tending to crops to help humanoid societies to function. It is not unheard of for Druids to attack farmlands.
Multiclassing into and out of Agriculturalist
Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already an Agriculturalist. Proficiencies Gained. If Agriculturalist isn’t your initial class, here are the proficiencies you gain when you take your first level as an agriculturalist:
- Proficiency with Martial Weapons
- Proficiency with Shields
- Proficiency with Light Armor
Spellcasting. Add half of your levels (rounded down) in the agriculturalist class to the appropriate levels from other classes to determine your available spell slots.
Arcane Focus
The arcane focus of a agriculturalist can be anything from a tobacco pipe, piece of hay hanging from the mouth, or anything that makes sense for a farmer.
Agriculturalist
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Four Seasons | — | — | — | — | — | |
2nd | +2 | Spellcasting, Spellcasting Ability, Photosynthesis | 2 | 2 | — | — | — | — |
3rd | +2 | Agriculturalist Archetype, Cultivate Land | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - |
6th | +3 | 4 | 4 | 2 | - | - | - | |
7th | +3 | 5 | 4 | 3 | - | - | - | |
8th | +3 | Ability Score Improvement | 5 | 4 | 3 | - | - | - |
9th | +4 | Scarecrow | 6 | 4 | 3 | 2 | - | - |
10th | +4 | Agriculturalist Archetype Feature | 6 | 4 | 3 | 2 | - | - |
11th | +4 | Magical Hits | 7 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
13th | +5 | 8 | 4 | 3 | 3 | 1 | - | |
14th | +5 | 8 | 4 | 3 | 3 | 1 | - | |
15th | +5 | 9 | 4 | 3 | 3 | 2 | - | |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - |
17th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Agriculturalist Archetype Feature | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Harvest Moon | 11 | 4 | 3 | 3 | 3 | 2 |
As you create your character, imagine what drew you to adventure. Was it settling a score with a rival Agriculturalist? Taking care of the local bandits to defend your farmland? Or were crops and livestock too expensive to purchase for you causing to set out on an adventure?
Quick Build
To build a Agriculturalist quickly, first make Wisdom your highest stat followed by Strenght or Dexterity and Constitution. Lastly, choose the Hermit Background.
Hit Points
As a Agriculturalist you gain the following features.
Hit Dice: 1d10 per Agriculturalist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Agriculturalist level after 1st
Proficiencies
Armor: Light, Medium, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Land Vehicles
Saving Throws: Strength and Wisdom
Skills: Choose two from Animal Handling, Athletics, Medicine, Nature, Perception, and Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Hand Axes (b) Glaive (c) Longbow with 20 Arrows
- (a) scale mail armor or (b) leather armor and shield
- (a) a dungeoneer's pack or (b) an explorer's pack
- Arcane focus for your spells
Four Seasons
Each agriculturalist is tied to the four seasons through the Harvest Moon. Whenever you finish a long rest you can choose Spring, Summer, Fall, or Winter, and you gain benefits based on your choice:
Spring. You have advantage on Constitution saving throws. Summer. You have resistance to fire damage. Fall. You gain temporary hit points equal to your Wisdom modifier times half your agriculturalist level. You can gain these temporary hit points again as an action, but once you take this action you can’t do it again until you finish a long rest. Winter. You gain resistance to cold damage.
Agriculturalist Save DC
Wisdom is your ability score when using your Agriculturalist abilities. In addition, you use your Wisdom modifier when setting the saving throw DC for Wisdom abilities. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
At Level 2
Spellcasting
Preparing and Casting Spells
The Agriculturalist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You've learned how to cast spells.
Cantrips (0-Level Spells)
You learn one cantrip of your choice from the agriculturalist spell list. You learn one additional agriculturalist cantrip of your choice when you reach 9th and 17th level in this class.
Spells known of first level and higher
You know two 1st-level spells of your choice from the Agriculturalist spell list.
The Spells Known column of the Agriculturalist table shows when you learn more Agriculturalist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Agriculturalist spells you know and replace it with another spell from the Agriculturalist spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Agriculturalist spells, since your experience with magic is through the Harvest Moon and consistent use. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Agriculturalist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Photosynthesis
You gain the ability to convert sunlight into life energy. You can use an action to use sunlight to heal yourself or another creature. The target regains hit points equal to to your Agriculturalist level plus your Wisdom modifier. Range of 30ft. Usable once per long rest.
At Level 3
Agriculturalist Archetype
Agriculturalists have five different types of farming. These types are called Cultivators. Cultivators come in five different types Herder, Harvesters, Beekeepers Hatcherees and Herbalists.
Cultivate Land
You have expertise in farming chores and use your hands to cultivate the land. As an action, you can till a surface in a 15-foot cube originating from you, turning difficult terrain into normal terrain and removing objects of your choice from that area. When you do this, you can also choose a space within 5 feet of you that is within that area and create a barricade there that can provide half cover. Works on magical terrain at Agriculturalist level 11.
At Level 4
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
At Level 5
You can attack twice, rather than once, whenever you take the Attack action on your turn.
At Level 9
As a bonus action, you can conjure a magical scarecrow in an unoccupied space within 5 feet of you. The scarecrow is a Medium object with the following statistics:
Hit Points: 5 Armor Class: 10 While you are within 25 feet of one of your magical scarecrows, you can use your bonus action to teleport to any space within 10 feet of it.
Whenever a creature starts its turn within 10 feet of one of your scarecrows or enters that space for the first time on its turn, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of the scarecrow until the end of its next turn. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can conjure a number of scarecrows equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. If you conjure a scarecrow while another one is already active, the previous scarecrow ceases to be magical, and you can no longer teleport to it or cause creatures to be frightened by it.
At Level 11
Whenever you hit a target with an attack, you can add 1d4 force damage to the attack’s damage roll. This additional damage increases by 1d4 when you reach each of the following levels in this class: 13th, 15th, and 17th level.
At Level 20
Harvest Moon As an action, you can command a magical copy of the Harvest Moon to crash to the ground at a point within [range] of you. Every creature within 30 feet of that point must succeed on a Constitution saving throw against your agriculturalist spell save DC or become petrified until it ends its turn petrified in this way for the second time. Once you use this feature, you can’t use it again until you finish a long rest.
Herder
Herders are Agriculturalists that watch over livestock and herd animals. They also have a canine companion that helps them herd the animals.
At Level 3
Lasso Your expertise in herding animals and trapping varmints allows you to expertly lasso creatures. As an action, you can throw a hemp rope at a creature within 15 feet of you. The target creature must succeed a Dexterity saving throw (DC equal to your Agriculturalist Save DC) to avoid being restrained. If the creature fails, it becomes restrained by the rope. A restrained creature can use its action to attempt to break free. It must make a successful Athletics or Sleight of Hand check (DC equal ton or higher than your Agriculturalist Save DC) to escape the lasso. Your whip attacks and net throwing increases by 15ft.
Animal Companion
Your animal companion is a four legged dog that shares blessings with the harvest moon. The animal companion is a breed of dog (of your choosing) that is larger than average and uses your bonus action to attack. Your animal companion can be brought back to life by using a 1st level spell slot to recover 10 HP extra 5 HP for every spell slot above 1st level used.
Animal Companion Stats
Medium Creature, any alignment (same as Agriculturalist)
- Armor Class 10 + Agriculturalist proficiency bonus
- Hit Points 11 times the Agriculturalist proficiency bonus.
- Speed 40ft
|STR|DEX|CON|INT|WIS|CHA| |12|15|14|13|10|14|8|
- Skills Animal Handling +4, Perception +5, Stealth +5
- Condition Immunities mind control, Frighten
- Senses passive Perception 10 + Wisdom Modifier
- Languages Understands Common and any language spoken by the Agriculturalist
- Keen Hearing and Smell The Animal Companion has advantage on Wisdom (Perception) and Wisdom (Animal Handling) checks that rely on hearing or smell.
- Pack Tactics The animal companion has advantage on attack rolls against a creature if at least one of the animal companion's allies is within 5ft of the creature and the ally isn't incapacitated.
Actions
- Bite Finesse Melee Weapon Attack: +4 to hit, reach 5t, one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on the Agriculturalists Save DC Strength saving throw or be knocked prone.
- Pounce Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d8+2) bludgeoning damage. If the target is a creature, it must succeed on a the Agriculturalist Save DC Strength saving throw or be knocked prone. The Animal companion must have the ability to move 15ft before using this attack. On a successful hit the Animal companion follows up with a bite.
At Level 3
Might of the Herd
Your animal companion's attacks become magical for the sake of overcoming resistances and immunities.
At Level 10
Grim Teleport
As a bonus action your animal companion can teleport to your Scarecrow
At Level 10
Rampaging Herd
As an action your livestock runs across the battlefield in a 30ft cone from you. The livestock cannot be stopped or attacked and any creature in its path must succeed a constitution saving throw or be knocked prone and take 5d6 bludgeoning damage. Friendly creatures and yourself may attempt to ride the Rampaging Herd should they succeed on a Dexterity saving throw.
At Level 18
Tend the Herd
When attacking a creature while your animal companion is within 5 feet of you, you both deal additional damage equal to your proficiency bonus.
Harvester
Harvesters are Agriculturalists that have focused on growing and harvesting crops. They can place their magic inside the ground to be used later.
At Level 3
Children of the Corn
As a bonus action you can transform a 10-foot radius of terrain within range into difficult terrain. In this area, only you and up to 5 additional creatures of your choosing can move through the terrain without difficultly. Additionally, any creature that attempts to make an attack against a creature in this area has disadvantage on the attack roll.
Destroying the Terrain: The difficult terrain can be destroyed by dealing fire damage (such as from a fire spell, natural fire attack or slashing weapons.
At Level 3
Plant Magic
You have a bag containing magical seeds, which you can use to plant traps into the ground. Each bag can be made by performing an one hour ritual or by expending a spell slot. Each bag contains 5 seeds.
As a bonus action, you choose a 5ft adjacent square from you to plant a seed into. You choose from the following effects:
- Any creature that comes within 5ft of the space sets off an alarm that alerts any creature within 15ft of the trap.
- Any creature that comes into contact of the trapped square is absorbed into the ground and becomes incapacitated. Creatures trapped must succeed on a Constitution saving throw versus your Agriculturalist DC.
- Any hostile spell caster that casts a spell on the same tile of the trap must succeed a constitution saving throw or lose concentration of their spells.
Only one seed can be placed in the same 5-foot space.
At Level 10
Root Network
As an action you can tap into the root network of nearby vegetation to sense hidden dangers, track down hidden enemies or communicate with other plant-based creatures. You gain advantage on Wisdom (Perception) checks when inside plants and can move through difficult terrain without hindrance.
At Level 10
Solar Blast
As an action you release radiant energy from your mouth. Any creature within 30ft must succeed a Dexterity saving throw versus your Agriculturalist Save DC or take 12d6 radiant damage. On a successful save the target takes half damage. Usable once per long rest.
At Level 18
Crop Shield
Your AC increases twice by your Wisdom Modifier when being attacked and makes you immune to one damage type of your choice. Usable once per long rest.
Beekeeper
Beekepers are Agriculturalists that cultivate bees to produce honey. These bees also carry and harvest pollen.
At Level 3
Insect Sense
As a bonus action you command a swarm of bees that fly 40ft and deal 1d6 piercing damage. At higher levels this damage increases to 2d6 At level 3, 3d6 at level 10, 4d6 at level 13, 5d6 At level 10, 6d6 at level 17 and 7d6 at level 19. You can also see through the swarm of bees as though they are your own eyes as an action.
At level 3
For the Queen
As a bonus action you command a swarm of bees to fly into a creature's mouth. Once entering the creatures mouth the bees deal 4d4 piercing damage and the target becomes poisoned should they fail a constitution saving throw versus your Agriculturalist Save DC. The damage increases to 5d4 at level 10, 6d4 at level 13, 7d4 at level 14 and 8d4 at level 17.
At Level 10
Fossilized Honey
As an action your bees throw fossilized honey at a target no matter the size. The target must succeed a dexterity saving throw versus your Agriculturalist Save DC or fall prone for the duration of 1d6 turns. Any creature hit by the fossilized honey cannot fly up to half your wisdom modifier in turns.
At level 10
Pollen Storm
As a bonus action your bees release stored up pollen. Creatures within 15ft must succeed on a Constitution saving throw versus your Agriculturalist Save DC or become paralyzed for the number of rounds equal to your Wisdom modifier. Each creature effected may repeat their Constitution saving throw to break free of the paralysis status. Usable once per long rest.
At Level 18
Healthy Honey
As an action you produce magic honey that can heal any creature. Any creature of your choosing within 40ft gets relieved of any curse or exhaustion by your swarm of bees. Usable equal to twice your Wisdom modifier. Recharges on a long rest.
Hatcheree
The Hatcheree is a farmer that raises fish and other aquatic plants. They are skilled in swimming in armor and underwater combat.
At Level 3
Aquatic Hatcheree
When using your Cultivate land feature you may only turn dirt into bodies of water that are 10 ft deep. You also have an increased swim speed of 25ft even while wearing armor and shields and get advantage on attack rolls in the water.
At level 3
Turn the Tide
As a bonus action you can turn bodies of water into whirlpools that deal 4d6 cold damage to any creature in the water or 5ft adjacent to the body of water. You are also are able to control natural bodies of water in terms of the water being calm or becoming difficult terrain.
At Level 10
Water Breathing
While submerged in bodies of water you are capable of breathing in as though you have gills and can recover 1d4 + your Wisdom Modifier worth of Hit Points while submerged. Usable equal to your proficiency bonus.
At level 10
Magic Fish Oil
Choose up to an amount of creatures equal to your proficiency bonus and the chosen creatures are under the effect of your water breathing feature.
At Level 18
Submariner
You are capable of teleporting 100ft inside bodies of water. The bodies of water must be connected to work. Creatures that hold onto you while you are submerged in a body of water also teleport alongside you.
Herbalist
Herbalists specialize in growing herbs and medicinal plants. They are most famous for their healing.
At Level 3 You get proficiency with Herbalism kits and the Medicine ability. When using the medicine ability you heal a target for 10 HP.
At level 3
Disarming Aroma
As an action you let out a sweet aroma, all creatures within 15ft must succeed a Wisdom saving throw versus your Agriculturalist Save DC. On a fail all attacks against them have advantage until the start of your next turn.
At Level 10
Stun Spore
When using your cultivate land feature all terrain you cultivate turns into herbalism spores that causes paralysis should a hostile target walk into the terrain and fail a constitution saving throw versus your Agriculturalist Save DC.
At level 10
Scent of Safety
Using an action you emit a scent that grants all creatures, of your choosing, within 15 feet of you advantage on all saving throws.
At Level 18
Scent of Awareness
Using your bonus action you cause up to 5 allies advantage on initiative rolls and no creature effected can be surprised.
Agriculturalist Spell List
Cantrips
Control Flame
Decompose
Gust
Mending
Produce Flame
Shape Water
1st Level
Cure Wounds
Create or Destroy Water
Earth Tremor
Entangle
Fog Cloud
Goodberry
Longstrider
Purify Food and Drink
Snare
2nd Level
Aid
Beast Sense
Earthbind
Enlarge/Reduce
Lesser Restoration
Locate Object
Maximillian's Earthen Grasp
Warding Wind
Wither and Bloom
Spike Growth
3rd Level
Erupting Earth
Mass Healing Word
Plant Growth
Wall of Water
4th Level
Control Water
Control Weather
Dominate Beast
Fabricate
Grasping Vine
Locate Creature
Stone Shape
Wall of Fire
Watery Sphere
5th Level
Arcane Hand
Awaken
Transmute Rock
Wall of Light
Wall of Stone