Artificer
Base Class: Artificer

As a GMO farmer, you have been raised by meager means. Whether it be tribal knowledge, a deal made with a nearby wizard, or just luck in building your homestead upon a leyline, you and your family have begun to master the arcane tricks to flora and fauna. By no means are you a simple druid, for your prowess comes from mutilating the exact nature and biology of your crops and stables. Your fruits strengthen your buyers. Your cows defend your acres of land with sword and shield. You rule with monstrosities upon nature.

This, however, is not for personal gain. Whether your kingdom had suffered famine, your family too poor to afford their share of the harvest, or dangerous monsters stealing your chickens, you have adapted. You are not at natures whim any longer.

Tool Proficiency

3rd-level GMO Farmer feature

You gain proficiency with cook's utensils. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

GMO Farmer Spells

3rd-level GMO Farmer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell

3rd

goodberry, beast bond

5th

lesser restoration, locate animals or plants

9th

plant growth, speak with plants

13th

dominate beast, freedom of movement

17th

awaken, insect plague

Genetic Modification

3rd-level GMO Farmer feature

Between years of selective breeding and arcane transmutation, you have successfully made a Genetically Modified Cow. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Genetically Modified Cow stat block. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the cow shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the cow can take any action of its choice, not just Dodge.

Your companion can be healed by any normal means, much the same as your character. If the cow dies, it cannot be resurrected. Instead, you must find a pregnant cow and spend 1d8 hours and a 1st level spell slot to apply arcane modifications to the unborn calf. The calf is then immediately born, killing the mother, and grows to an adult after a long rest.

Large Monstrosity
Armor Class 15 (plate)
Hit Points 76 (9d10)
Speed 40 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
4 (-3)
CHA
4 (-3)
Saving Throws STR +5, CON +5
Skills Athletics +3
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Passive Perception 10
Languages understands the languages you speak.
Challenge 0 (10 XP)
 
Proficiency Bonus +2

Charge. If the cow moves at least 10 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Reckless. At the start of its turn, the cow can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions

Modified Muscles. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB damage.

Bonus Actions

Cow Pie. The cow expends 5 ft. of movement and produces a steaming cow pie at its current location. After walking forward 5ft, this also creates a 5 foot cube of methane gas at its new location. This cube lingers for 1 turn before dispersing.

Reactions

Opportunity Attack. Genetically Modified Cow can make an opportunity attack when a hostile creature that it can see moves out of its reach. To make the opportunity attack, use the cow's reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves its reach.

Fertilize the Soul

5th-level GMO Farmer feature

Your many days of tilling the land and arcane magic have led you back to the basics: fertilizing the land. You can now create a fertilizer that, when spread onto soil, will significantly the growth of plants in the vicinity. You can create this fertilizer by collecting at least 1 lb of organic matter and expending a spell slot of your choice that you have access to:

  • 1st level Spell Slot. You create a soil that guarantees the plant will grow 1 size larger than usual. This includes any fruits it may produce.
  • 2nd level Spell Slot. You create a soil that increases the plants individual yields. Take the average yield, multiplied by 1d3.
  • 3rd level Spell Slot. You create a soil that has a 1d5 (4) chance of mutating. The mutation is a 1d2 chance of being beneficial/detrimental affect. This affect is determined by your DM. The effects are not permanent and disappear after 4 hours. Additionally, any effects cannot increase or reduce a characters stats by more than +/- 2.

The amount of time for a plant to grow is reduced by1d10 + INT modifier + proficiency (days).

Genetically Modified Meals

9th-level GMO Farmer feature

You've figured out how to create lasting affects on the food you serve from genetically modified ingredients you create. To gather these ingredients, you must spend 1d4 hour(s) preparing the animal or plant before harvesting. The following affects last 8 hours:

  • Red meat (cow, goat, pig, etc) produces an affect that grants 2d2 points into STR or CON.
  • White meat (fowl, fish, rabbit, etc) produces an affect that grants 2d2 points into DEX or WIS.
  • Nuts or berries produces an affect that grants 2d2 points into INT.
  • Vegetables produce an affect that grants 2d2 points into CON or CHA.
  • Fruits produce an affect that grants 2d2 points into WIS or CHA.

Additionally, these ingredients last 7 days longer than they normally would, both fresh and cooked.

Magic Beans

15th-level GMO Farmer feature

Everyone has heard the tale of the magic beans that lead to the golden goose. You, however, have been intrinsically trying to grow such beans - and to much success! To grow magic beans, you must first create a mutative fertilizer. Instead of using a spell slot, you will provide your own blood. You suffer 1d4+1 damage from this act. All beans require 1 long rest to produce.

Fertilize a spot of soil and plant one of the following:

  • Green Bean: Produces 2d6 + proficiency healing beans, which heal for 1d4 + proficiency.
  • Red Bean: Produces 2d6 + proficiency exploding beans, which deal damage for 1d4 + proficiency .
  • White Bean: Produces a single cleansing bean. This can be used to remove curses, but only if ingested.
  • Black Bean: Produces a single corrupting bean. This can be replanted to destroy plant-life in 1 sq. mile.

Additionally, you can grow a Gold Bean by replanting a cleansing and corrupting bean together. After a long rest, a giant beanstalk will form. If you climb this beanstalk upwards 6,500 feet, you will come to a Sky Giant's lair. The beanstalk shrivels away after 24 hours.

GMO Farmer Image

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