Farmer, 2nd Variant (5e Class)
Farmer
<!-Introduction Leader->
Creating a Farmer
- Quick Build
You can make a Farmer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Wisdom. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Farmer you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Farmer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Farmer level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: Choose one from Brewer's Supplies, Carpenter's Tools, Smith's Tools, a Musical Instrument
Saving Throws: Constitution, Wisdom
Skills: Choose three from Animal Handling, Athletics, Medicine, Nature, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple melee weapon
- any simple weapon
- an explorer's pack
- (a) a tool or (b) musical instrument you are proficient with
- leather armor and a dagger
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Thick Skin, Second Wind |
2nd | +2 | Profession |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Thick Skin
While you are not wearing medium or heavy armor and are not benefiting from an Unarmored Defense feature from another class, you may add your Constitution modifier to your Armor Class.
- <!-Use semi-colons for subheaders->
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your farmer level. Once you use this feature, you must finish a short or long rest before you can use it again.
Profession
At 2nd level, chose a Profession and gain its feature. This reflects what you do as a farmer.
Cattleman. Years of herding cattle has made you quite adept at dodging away from danger, At 2nd level, you gain advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
subclass
<!-all/both-> detailed at the end of the class description. Your choice grants you features at 2nd level and again at <!-list all the levels the class gains subclass features->.
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.
<!-Class Feature->
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Subclass 1
<!-For subclasses introduce this class option here->
- Danger Sense
- <!-Class Feature->
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- <!-Class Feature->
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<!-Class Option 2->
<!-Introduce this subclass here->
- <!-Class Feature->
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- <!-Class Feature->
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- <!-Class Feature->
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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