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*Dungeons & Dragons
Introducing the Magical Farmer The Agriculturlaist
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<blockquote data-quote="Jaiken" data-source="post: 9355408" data-attributes="member: 7045779"><p>Hello everyone, I am finished with my magical farmer the Agriculturalist class.</p><p></p><p>Backstory to the class.</p><p>In every realm and group of races exists those that tend to the nurture and well being of the 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 group of farmers are called Agriculturalists.</p><p></p><p>Agriculturalists learn martial combat with traditional melee weapons. They learn magic through repetitious use and favor cantrips and spells that help them deal with invaders, pests and whatever can make their farming lives easier. Agriculturalists tend to train other Agriculturalists and form guilds of farmers who protect what is theirs.</p><p></p><p>Not all Agriculturalists stay stationary. Sometimes they need to deal with the rampaging Orcs, raiding Goblins or maybe even Vampires that threaten their town and homeland. Adventurers are not always around and even so might require huge payment for dealing with local problems. Maybe money is tight and debts need to be paid off. Or maybe the Agriculturalist does not want to pay for overly priced seeds and fertilizer and sets out to attain them another way.</p><p></p><p>Agriculturalists may be able to cast spells but they don’t recognize everything remotely magical. They are able to cast spells through their connection to the Seasons granted to them by the Harvest Moon. Casting spells through spell book is too expensive and there is no time to study the arcane. They also tend to get into tussles with the local Druid over fights of how nature should be treated. Regardless, they tend to make friends with the locals and townsfolk in the area.</p><p></p><p>Here is a link to the class.</p><p></p><p>[URL unfurl="true"]https://www.gmbinder.com/share/-NeGLc7qPolJduedkZ9J[/URL]</p><p></p><p>Feedback welcome</p><p>Edit: Changes made to the class:</p><p>Got rid of Horseshoe throwing and made Lasso a Shepherd feature.-</p><p>Heavy armor is no longer a proficiency for the Agriculturalist.</p><p>Got rid of powerful magic spells that do not fit for the class.</p><p>Cultivate land now covers 10ft in all directions from the Agriculturalist and can be used to create half cover.</p><p>Changed the Harvester subclass to focus on planting magic spells as traps using magic seeds. The subclass can also turn normal terrain into difficult terrain that can be destroyed by fire, magic fire and slashing weapons.</p><p>Added the Beekeeper subclass that focuses on honey and bees and uses them in combat.</p><p>Added the Hatcheree subclass that has special features in the water and can use cultivate land to create 15ft deep water spaces.</p><p>Got rid of cantrips.</p></blockquote><p></p>
[QUOTE="Jaiken, post: 9355408, member: 7045779"] Hello everyone, I am finished with my magical farmer the Agriculturalist class. Backstory to the class. In every realm and group of races exists those that tend to the nurture and well being of the 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 group of farmers are called Agriculturalists. Agriculturalists learn martial combat with traditional melee weapons. They learn magic through repetitious use and favor cantrips and spells that help them deal with invaders, pests and whatever can make their farming lives easier. Agriculturalists tend to train other Agriculturalists and form guilds of farmers who protect what is theirs. Not all Agriculturalists stay stationary. Sometimes they need to deal with the rampaging Orcs, raiding Goblins or maybe even Vampires that threaten their town and homeland. Adventurers are not always around and even so might require huge payment for dealing with local problems. Maybe money is tight and debts need to be paid off. Or maybe the Agriculturalist does not want to pay for overly priced seeds and fertilizer and sets out to attain them another way. Agriculturalists may be able to cast spells but they don’t recognize everything remotely magical. They are able to cast spells through their connection to the Seasons granted to them by the Harvest Moon. Casting spells through spell book is too expensive and there is no time to study the arcane. They also tend to get into tussles with the local Druid over fights of how nature should be treated. Regardless, they tend to make friends with the locals and townsfolk in the area. Here is a link to the class. [URL unfurl="true"]https://www.gmbinder.com/share/-NeGLc7qPolJduedkZ9J[/URL] Feedback welcome Edit: Changes made to the class: Got rid of Horseshoe throwing and made Lasso a Shepherd feature.- Heavy armor is no longer a proficiency for the Agriculturalist. Got rid of powerful magic spells that do not fit for the class. Cultivate land now covers 10ft in all directions from the Agriculturalist and can be used to create half cover. Changed the Harvester subclass to focus on planting magic spells as traps using magic seeds. The subclass can also turn normal terrain into difficult terrain that can be destroyed by fire, magic fire and slashing weapons. Added the Beekeeper subclass that focuses on honey and bees and uses them in combat. Added the Hatcheree subclass that has special features in the water and can use cultivate land to create 15ft deep water spaces. Got rid of cantrips. [/QUOTE]
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Introducing the Magical Farmer The Agriculturlaist
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