D&D 5E (2014) The Agrarian Class, a farmer with a lot of grit and commoner know how, Demo Ready for Playstesting

Jaiken

Explorer
Tired of playing your typical knights and studying wizards? Want to imagine how the local farmer, who has had enough of the local dragon terrorizing his homeland, would handle the problem? Well look no further. Introducing the Agrarian class. Instead of using traditional magic they use Folk Rites, practical do it yourself survival secrets. They also dabble in Ritual casting magic.

The Agrarian is a 1d8 hit die, simple weapons, light, medium armor and shields with commoner and laborer abilities. They also use Ritual Casting to protect their communities.

Key Features in the Demo:
  • Magical Scarecrow: Overcome the battlefield and be tactical with a literal straw man that frightens enemies.
  • Folk Rites: Do it yourself know and gritty tactics that commoners and laborers use.
  • Sower's Transit: Teleport to your Magical Scarecrow to get the jump on enemies.
  • Old World Almanac: Adapt to the seasons using the power of the Harvest Moon to get passive buffs and extra abilities.
  • The Herder Subclass: Fight alongside a loyal companion that is a farm dog, giant ram or prize farm animal that aids in battle and can also teleport to your Scarecrow.
Download the Free Agrarian Demo here: Agrarian Class for DnD 5e 2014 (Free Demo) by Baron Von Strife
For those who wish to have the homebrewery link: Agrarian Class Demo - CaliusShontor

The class goes all the way up to Level 20 and includes one subclass.

I would love to hear your feedback and criticism to determine what needs to be ironed out and what glaring issues should be fixed.

This class is 100% human made with a ton of time taken by me.
 
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Uh.....should I delete this post then?

Edit: Added the Homebrewery link.
 
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Sent a support ticket thank you. I thought you were alerting the mods that I was breaking a rule or something earlier.

The main thing on your side was that it looked like way too much effort. I would have expect a real scammer to use AI slop. It's still possible the itch download got corrupted or infected somehow, though. Good luck.

As for the class, it looks interesting. My first thought is that it seems slightly underpowered for 5.5e to me. And to put that in perspective, I find most things in 5.5e to be overpowered. The combination of low HP and also a companion with low HP limits direct combat a lot, and there's not quite enough to make up for it. A warlock with a harvest theme patron would get Eldritch Blast which has a lot more power than the farm equipment attacks I see here. A solid start, though.
 

The main thing on your side was that it looked like way too much effort. I would have expect a real scammer to use AI slop. It's still possible the itch download got corrupted or infected somehow, though. Good luck.

As for the class, it looks interesting. My first thought is that it seems slightly underpowered for 5.5e to me. And to put that in perspective, I find most things in 5.5e to be overpowered. The combination of low HP and also a companion with low HP limits direct combat a lot, and there's not quite enough to make up for it. A warlock with a harvest theme patron would get Eldritch Blast which has a lot more power than the farm equipment attacks I see here. A solid start, though.
Thanks. It is made for DnD 5e 2014 and the lower power is due to it being a commoner made adventurer class.
Edit: Though I can see why you think it is underpowered.
 

he Agrarian is a 1d8 hit die, simple weapons

The GM is going to hate the action economy. You have the PC, the scarecrow, the animal companion, and the familiar. I suggest that at least you combine the last two (q.v. the Paladin's Summon Steed). And the scarecrow imposing Disadvantage (with no save) is going to be huge if the PC is multiclassed into Rogue or another PC is a Rogue.
 

Some stuff I noticed: The starting equipment is screwed up. Normally a PC gets to choose between a set of gear, possibly some flavorful options each of which have the same value, and a set amount of money. You've ditched the set amount of money, and your options cost wildly different amounts (hide and shield is 20g, scale mail is 50g) and one of your options doesn't exist (adventurer's kit, I think you meant dungeoneer's kit). This is a bigger deal for this class than for most, as this class seems like it's meant for a game starting out with little equipment.

There's no explanation of how the unique spellcasting for this class works for multiclassed characters.

This line is just confusing and should be cut "When deployed the Scarecrow can use Dreadful Gaze." - it doesn't say what this is, and it's more accurate to say that the PC can use a bonus action to cast dreadful gaze from the scarecrow, so it doesn't need to be there. This also makes it sound like the scarecrow has an action economy when it doesn't.

Old World Almanac weather prediction is too specific, it should be more like druidcraft. If I take it literally you know minute by minute temperature forecasts for all of a 10 mile area, if I don't then I'm just ad-hocing it and in practice it's just going to be a general weather idea.

The harvest moon cycle abilities are pretty wildly different - two of them (the skill checks) are extremely weak, one is really strong (ignore difficult terrain) one is either ribbon or quite strong depending on rests (the 4 hours of sleep). Sure footed should at least apply to athletics checks (which are more common in published mods than acrobatics) as well, bountiful eyes should apply to nature and medicine checks as well, I've literally never seen or used a perception check to determine if something is poisoned.

Folk rites should say how you acquire new Folk Rites as you level and how you change them, having that part at the end is confusing. "You may switch out one Folk Rite per long rest to replace another per every level up." doesn't make sense, looks like an editing mistake.

Similarly Ritual casting doesn't say how you acquire new rituals as you level and doesn't say whether there's a way to change one. There should be at least 'change one on level up', being locked in to a bad choice is generally just not fun. Also it's very clunky that you get a new level of rituals at 5, 9, 13, 17 but don't get to take a new ritual until a level later, especially since there's no mechanism to change rituals. Being able to change one at level up would be OK, but 'you get access to 3rd level rituals now! but also you have to unlearn one of your existing rituals if you want to take advantage of it' is confusing and feels bad.

Giving extra attack to a class that doesn't get any martial weapons (or equivalent, like monks) is notably unusual.

Does Farming Homestead actually involve a choice? It says you pick one, but not what they do. I'm guessing 'Herder' is one of these and they're basically subclasses, but herder is the only one you've statted out so saying that you pick one when there's only one choice is confusing.

Harvest Moon Strike at 10 seems misplaced, IIRC abilities that do extra damage on a hit like that are usually at 11.

Levels 9, 13, and 17 are weak since you don't get an ability. If the class got regular spells then getting a new level of spells would be the 'new thing' for that level, but since you only get rituals it's underwhelming. It's even worse as currently written since you don't actually have a way to even use the new level of ritual spells when you get it.

Looking at the Folk Rites, they seem to vary a lot in power level. Battle medic looks weak (1d6 healing once per long rest). Eaves Dropper gives proficiency in two skills and a ribbon advantage, while Fair Trade gives one skill and no ribbon advantage. Hog tie only works with hempen rope, which is a really strange limit. Light as a Feather is practically useless, since it's just for checks made to climb or jump one exact distance (even if that's supposed to be 'up to', it's an incredibly weak ability). Shepherd’s Diligence is clunky and overcomplicated, just give advantage on perception checks instead of excluding touch and smell (especially since those both make sense anyway).
 

Some stuff I noticed: The starting equipment is screwed up. Normally a PC gets to choose between a set of gear, possibly some flavorful options each of which have the same value, and a set amount of money. You've ditched the set amount of money, and your options cost wildly different amounts (hide and shield is 20g, scale mail is 50g) and one of your options doesn't exist (adventurer's kit, I think you meant dungeoneer's kit). This is a bigger deal for this class than for most, as this class seems like it's meant for a game starting out with little equipment.

There's no explanation of how the unique spellcasting for this class works for multiclassed characters.

This line is just confusing and should be cut "When deployed the Scarecrow can use Dreadful Gaze." - it doesn't say what this is, and it's more accurate to say that the PC can use a bonus action to cast dreadful gaze from the scarecrow, so it doesn't need to be there. This also makes it sound like the scarecrow has an action economy when it doesn't.

Old World Almanac weather prediction is too specific, it should be more like druidcraft. If I take it literally you know minute by minute temperature forecasts for all of a 10 mile area, if I don't then I'm just ad-hocing it and in practice it's just going to be a general weather idea.

The harvest moon cycle abilities are pretty wildly different - two of them (the skill checks) are extremely weak, one is really strong (ignore difficult terrain) one is either ribbon or quite strong depending on rests (the 4 hours of sleep). Sure footed should at least apply to athletics checks (which are more common in published mods than acrobatics) as well, bountiful eyes should apply to nature and medicine checks as well, I've literally never seen or used a perception check to determine if something is poisoned.

Folk rites should say how you acquire new Folk Rites as you level and how you change them, having that part at the end is confusing. "You may switch out one Folk Rite per long rest to replace another per every level up." doesn't make sense, looks like an editing mistake.

Similarly Ritual casting doesn't say how you acquire new rituals as you level and doesn't say whether there's a way to change one. There should be at least 'change one on level up', being locked in to a bad choice is generally just not fun. Also it's very clunky that you get a new level of rituals at 5, 9, 13, 17 but don't get to take a new ritual until a level later, especially since there's no mechanism to change rituals. Being able to change one at level up would be OK, but 'you get access to 3rd level rituals now! but also you have to unlearn one of your existing rituals if you want to take advantage of it' is confusing and feels bad.

Giving extra attack to a class that doesn't get any martial weapons (or equivalent, like monks) is notably unusual.

Does Farming Homestead actually involve a choice? It says you pick one, but not what they do. I'm guessing 'Herder' is one of these and they're basically subclasses, but herder is the only one you've statted out so saying that you pick one when there's only one choice is confusing.

Harvest Moon Strike at 10 seems misplaced, IIRC abilities that do extra damage on a hit like that are usually at 11.

Levels 9, 13, and 17 are weak since you don't get an ability. If the class got regular spells then getting a new level of spells would be the 'new thing' for that level, but since you only get rituals it's underwhelming. It's even worse as currently written since you don't actually have a way to even use the new level of ritual spells when you get it.

Looking at the Folk Rites, they seem to vary a lot in power level. Battle medic looks weak (1d6 healing once per long rest). Eaves Dropper gives proficiency in two skills and a ribbon advantage, while Fair Trade gives one skill and no ribbon advantage. Hog tie only works with hempen rope, which is a really strange limit. Light as a Feather is practically useless, since it's just for checks made to climb or jump one exact distance (even if that's supposed to be 'up to', it's an incredibly weak ability). Shepherd’s Diligence is clunky and overcomplicated, just give advantage on perception checks instead of excluding touch and smell (especially since those both make sense anyway).
This is the feedback I am looking for, for the Agrarian. Will make the changes to make the class make more sense. Thank you very much.
 

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