Harvester

In a world populated heavily with large expanses of cornfield, you’d be hard-pressed to survive without people who know their way around it. Harvesters are the farmers of the Maize, those who can cultivate the land around them and make something of it. Working the fields has left them wise, and while some are content to use their abilities for naught but farming, others have grown restless with the constant grind, and have taken their shows on the road. Of course, the farm will always be their home.

Class Features

Score Increase
Your Vim score increases by 1.

Hit Points
Hit Points at 1st level: 8 + your Vim modifier
Hit Points at Higher Levels: 1d8 (or 4, take the higher) + your Vim modifier per Harvester Level after the 1st

Proficiencies
Armor: Medium Armor
Weapons: Scythes, Sickles, Shotguns
Tools: None
Saving Throw: Vim
Skills: Choose two from Animals, Jump, and Perception

Equipment
Leather Armor
Standard Sickle
Standard Scythe OR Standard Shotgun
80 Electrum

Spellcasting
Farming is surprisingly challenging in the Maize. Harvesters are wise in that they’ve ascertained how to draw power from nature, and funnel this into their own crops. They’ve also discovered they can use this to cast spells, at the expense of some plant life. Casting as a Harvester requires there to be plants in the area to draw this energy from, which, you know. Giant corn maze. Not really gonna be a problem most of the time. Still, consider have a stockpile of corn on hand for emergencies.

Spellcasting Ability
Vim is your spellcasting ability for your Harvester Spells. Your ability to work the land translates directly to the magical side of that process.
Spell Save DC: 8 + your proficiency bonus + your Vim modifier
Spell Attack Modifier: your proficiency bonus + your Vim modifier

Known Spells and all that
As you level up, you learn more about how your magic and the Maize can interact, and will learn new spells with that. With each level up, you’ll learn a set number of new spells, which can be of any level you have spell slots in. Spells can be found here.

Homestead
A farmer is nothing without their farm, and similarly, a Harvester has little without their homestead. Your own homestead will vary, depending on what you and your MC decide works for you, but the constant will be one acre of land for you to plant your crops on, and some form of home adjacent. Whether that means a measly shack or a 3-floor manse is dependent on the Harvester, but regardless, you’ll have somewhere to go home to if things ever get too rough.

Signature Crop
Part of the reason Harvesters are so important in the Maize is due to their ability to grow things other than corn. At second level, you gain your own signature crop, that you can grow alongside corn on your homestead, which ensures that you always have a fair stock of this crop on hand, that can be sold for a variable profit. Some crops are easier to cultivate than others, some more valuable depending on where you try and sell them. Agriculture is an ever-shifting industry, after all. Regardless, the details of what crop you want to grow are something to discuss with your MC.

Rancher
At fourth level, you gain the ability to diversify your Farm a tad. You gain the choice of an animal to raise on your Homestead as livestock, as well as a +2 bonus to all Animals rolls.

Field Lord
In between adventures, you’re hard at work ensuring your homestead and its crops are handled as best they can be, and part of that has been the slow construction of your own Tractor. At sixth level, it’s finally complete, and with it, you gain Tractor Proficiency, allowing for its use. Tractors are unwieldy vehicles, meant for farm work more so than transport or mobile combat, but that hardly stops half the Harvesters around the Maize. In addition, barring outside circumstance, this achievement will merit acknowledgement from the King of the Corn, declaring your Homestead a minor Lordship. Yeah, that title isn’t just bullshit, you’re an actual Field Lord now. Use this responsibility wisely.

Tiller
At eighth level, your crops are now 25% more valuable.

Farmhand
At 10th level, your farm is notable enough that you can no longer handle it all on your lonesome. You can now hire an NPC at level 4 of any class (excepting Lost, who will be scaled to a similar level accordingly) to aid you around the farm and out on adventures. This NPC will level over time. You can discuss with your MC just who this NPC might be, whether it’s someone the party has already run into, or a new character entirely, or you can choose to let the MC decide all the details, up to you.

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