Remove these ads. Join the Worldbuilders Guild

Chickenleigh Cooper

5 Level (0/14000 XP for level-up) Background halfling Race / Species / Heritage neutral Alignment
Farmer
Level 5
Hit Dice: 5/5
1d12+2 Class 1

STR
15
+2
DEX
12
+1
CON
15
+2
INT
9
-1
WIS
15
+2
CHA
11
+0
47
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
25
Speed (walk/run/fly)
1d8 / 1d8
Endurance
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+1 Dexterity
+5 Constitution
-1 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+5 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+0 Deception CHA
-1 History INT
+2 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+5 Medicine WIS
+2 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Pitchfork +2 STR 1d6+2 piercing
 Special, Versatile, Thrown (Range 20/60 ft.)
Lasso +2 STR
 Special, Ranged (20/60)
Attacks
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on saving throws against being frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Stout Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.

Bless Soil
1st Level
You can turn loose material into fertile soil. As an action, you can target a 5-foot cube of sand, dirt, gravel, or similar material within 30 feet of you that has a surface you can stand on. The targeted material becomes blessed soil, which is odorless and functions as normal soil.

You can use the blessed soil to grow crops with your Blessed Harvest feature in places that lack soil. The crops planted in the blessed soil can thrive in virtually any environment, regardless of water, sunlight, temperature, or other factors. (See the Blessed Harvest feature for more details)

Harvest
1st Level
At 1st level, you can plant various crops with magical effects in fertile soil. As an action, you can choose an unoccupied space within 30 feet of you that contains fertile soil, and plant one type of crop in it. The crop grows in one minute.

You can have a number of crops equal to your wisdom modifier (minimum of one) planted at a time. You can use an action to harvest one crop within 30 feet of you, collecting its produce in a pouch or container. Once harvested, the crop withers and dies. The effects of the same crop from this feature do not stack with themselves. If you consume or use the produce of a crop that you already have an active effect from, the duration of the effect is refreshed, but not increased.

See the Cropmancy Guide on what crops you can grow and how you can use them and crops stats
See Chosen One for magic flavor text
Enduring Spirit
2nd Level
You have developed a remarkable resilience from working hard in the fields. At 2nd level, you gain Endurance points and dice as shown in the class table. You can use these points to fuel various features. You regain all expended endurance points after a long rest.

Temporary Hit Points.
As a bonus action, spend one or more Endurance Dice to gain temporary hit points equal to the total rolled. The first time you use this feature, you also add your con modifier to the temporary hit points. These last for 10 minutes. While this feature is active, you gain the ability to stack temporary hit points from any source. After 10 minutes from the first use of this feature, you lose all temporary hit points from any source.
(For example, you already have 5 temp HP from a spell and spend 2 Endurance Dice, rolling 3 and 4. You gain 7 temp HP, for a total of 12. After 10 minutes, you lose all 12 temp HP, even if you cast this feature again during the duration.)
Damage Reduction
As a reaction when you take damage from an attack or a spell, spend one Endurance Die to reduce the damage by the number rolled + your Constitution modifier. You can use this feature after you see the damage roll but before you apply it.
Your Endurance die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 11th level, a d12 at 15th level, and a 3d4 at 18th level.

Farmer's Calling
3rd Level
at 3rd level, you choose a subclass: Rancher, Agronomist, or Nomad. You gain subclass features at 3rd, 6th, 10th, 14th, and 17th level.

Some features will ask your target(s) to make a saving throw. Your class saving throw DC is 8 + your proficiency bonus + your Wisdom modifier

Enhanced Blessing
3rd Level
Starting at 3rd level, as an action, you can point to one plant you can see within 10 feet and cause it to instantly mature.

You can use this feature a number of times equal to your Proficiency Bonus. You regain any expended uses when you finish a long rest.

Ability Score Improvement
4th Level
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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Exhaustion Suppression
5th Level
You can spend Endurance Dice equal your exhaustion level to suppress its effects for 1 hour. Your exhaustion level does not change, you just ignore its effects temporarily. You still die at 6 levels of exhaustion.

Additionally, after completing a long rest, you lose one additional level of exhaustion.

Agronomist
Agronomist Features
Bountiful Harvest
Level 3
You can have more crops planted at once equal to wis + PB You can harvest crops using a bonus action

Potion Brew
Level 3
You can brew some simple potions

Features & Traits
Lasso:
Special: You can use a lasso to make a ranged weapon attack against a creature that is no more than one size larger than you. On a hit, the creature is grappled by you. On its turn, a grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) check contested by your Strength (Athletics) Athletics check to free itself.
Additionally, you can use an action to try and pull the grappled creature closer to you. You make a Strength (Athletics) check contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If the creature fails the check, you pull the creature up to your Strength score in feet toward you and the creature is restrained. If the creature succeeds the check, it remains in place.

Dealing 5 slashing damage to the lasso (AC 13) also frees the creature without harming it, ending the effect and destroying the rope.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light Armor
Weapons: Simple Weapons, Hand-Crossbows, Farm Implements, Whips, Nets
Tools: Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: Pick 3 from Athletics, Animal Handling, Medicine, Nature, Perception, Survival.

Languages:
Common, Halfling

Languages & Proficiencies
4 health potions (1d4)

4000 Gold

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

MisaMai.

Statblock Type

Character Sheet (latest)

Link/Embed