Harvester (5e Class)

this is like a redux of every fucking edgy class we have, all in one. including a little bit of dark knight, maybe? full list of classes being reduxed into this is going here:

Dark Knight (a little bit)

Exorcist

Primordial Weapon

Gatekeeper

Hemopriest

Reaper

Witchblade

Prayer Conjurer

i'm not gonna give up on this class this time, hopefully.

## **The Harvester**

*Quote*

*-Shadow the Hedgehog*

## **Creating a Harvester**

### **Quick Build**

You can make a harvester quickly by following these suggestions. First, put your highest ability score in Strength, followed by Charisma. Second, choose the criminal or hermit background. Finally, choose a rapier, a hand crossbow, and a monster hunter's pack.

## **Class Features**

As a harvester you gain the following class features.

Hit Points
**Hit Dice:** 1d8 per harvester level

**Hit Points at 1st Level:** 8 + Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 5) + Constitution modifier per harvester level after 1st

Proficiencies
**Armor:** Light armor

**Weapons:** Simple weapons, martial weapons

**Tools:** None

**Saving Throws:** Constitution, Charisma

**Skills:** Choose two from Arcana, Athletics, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

* (*a*) two sickles or (*b*) any martial weapon
* (a) a hand crossbow and 20 bolts or (b) any simple weapon
* (*a*) an explorer's pack or (*b*) a monster hunter's pack
* A healer's kit and leather armor

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

### **Power Brand**

At 1st level, you have stolen power from some powerful force of your choice, imbuing your flesh with a mark of power, known as a brand. Choose from the Divine Brand, Mage's Brand, Spectral Brand, and the Vampiric Brand, each of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, and 14th level.

### **Power Points**

Your stolen power manifests itself as a force you can invoke. Your access to this force is represented by a number of power points. Your harvester level determines the number of points you have, as shown in the Power Points column of the Harvester table.

You can spend these points to fuel various harvester features. You start knowing two such features: Power Strike and Steal Reflexes. You learn more power features as you gain levels in this class. Some of your features use a special die to determine their effects, called a power die, which is a d4, and increases in size as you gain levels in this class.
When you spend a power point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended power back into yourself. You must spend at least 30 minutes of the rest tending to your brand to regain your expended power.
Some of your power features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

* **Power save DC =** 8 + your proficiency bonus + your Charisma modifier

#### Power Strike

When you hit a creature with a weapon attack, you can expend 1 power point to deal additional damage to the creature equal to your power die.

#### Steal Reflexes

When you attack a creature with a weapon attack, you can expend 1 power point to prevent it from taking reactions until the start of its next turn.

### **Fighting Style**

Starting at 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

#### Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

#### Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

#### Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

#### Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier.

### **Pact Magic**

Additionally, at 2nd level, your brand's increasing might allows you to cast spells.

#### Spell Slots

The Harvester table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your harvester spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell *ray of sickness*, you must spend one of those slots, and you cast it as a 2nd-level spell.

#### Spells Known of 1st Level or Higher

At 2nd level, you know one 1st-level spell of your choice from the harvester spell list. The Spells Known column of the Harvester table shows when you learn more harvester spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new harvester spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the harvester spells you know and replace it with another spell from the harvester spell list, which also must be of a level for which you have spell slots.

#### Spellcasting Ability

Charisma is your spellcasting ability for your harvester spells, since your magic relies on your ability to control your brand. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a harvester spell you cast and when making an attack roll with one.

* **Spell save DC =** 8 + your proficiency bonus + your Charisma modifier
* **Spell attack modifier =** your proficiency bonus + your Charisma modifier

#### Brand Focus

When you cast a harvester spell that requires a material component, you can ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the *augury* spell, in which case the components are required.

### **Ability Score Increase**

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.

### **Extra Attack**

Starting at 5th level, you can attack twice, instead of only once, when you take the Attack action on your turn.

### **Siphon Information**

Beginning at 7th level, you can learn information directly from the minds of other creatures. As an action, you can expend 1 power point to cast *detect thoughts* without material components.

Additionally, while touching a book, scroll, or similar object with written information on it, you can use your bonus action and expend power points to instantaneously learn the knowledge written on it. For every power point you expend, you learn 100 words worth of information on the object, regardless of if you can read the language it is written in or not.

### **Power Conversion**

By 11th level, your brand's connection with magic can be furthered using your innate power. As a bonus action, you can expend power points equal to the slot level of one of your expended pact magic slots. You regain usage of that pact magic slot. After using this feature, you must take a long rest before doing so, again.

### **Fear Reaper**

At 15th level, your brand strengthens your mental resolve, manipulating your emotions to your own benefit. You have advantage on saving throws against being frightened or charmed.

Additionally, when a creature other than you within 30 feet of yourself fails a saving throw against being magically frightened, you can use your reaction and expend a number of power points equal to the spell slot level used to frighten the creature. The creature is no longer frightened by the creature that frightened it, and instead is frightened by you until the start of its next turn.

### **Executing Strike**

Beginning at 18th level, your power is designed to tear the life from creatures. When you use your Power Strike feature on a creature that is below half of its maximum hit points, your power die takes the maximum result, instead of being rolled.

### **Harvesting**

By 20th level, your brand drains the life of those you greatly harm. When you critically hit with a weapon attack while having less than 20 power points, you regain 1 power point.

# **Power Brands**

### **Divine Domain**

When you choose this brand, at 1st level, you must choose a domain that you steal power from. You may choose any domain from the cleric class, which affect features later in this subclass.

###

Also, at 1st level, you get something really cool

### **Divine Magic**

Starting at 2nd level, your brand can manifest divine magic, as well as your regular spells. When you would learn a harvester spell of 1st level or higher, you may choose to learn a spell either from the harvester spell list, or a domain spell from your chosen divine domain.

### **Channel Profanity**

Beginning at 3rd level, you gain the ability to channel divine energy mixed with the occult magic from your brand. You start with two such effects: Radiant Power and the Channel Divinity option granted at 2nd level by your chosen domain. For any effects of your Channel Divinity option from your domain that mention your cleric level, you use your harvester level instead. Also, for any effects referring to your Wisdom modifier, you use your Charisma modifier instead.

When you use your Channel Profanity, you choose which effect to create. You must then finish a short or long rest to use your Channel Profanity again. Some Channel Profanity effects require saving throws. When you use such an effect, the save DC equals your harvester spell save DC.

Beginning at 10th level, you can use your Channel Profanity twice between rests. When you finish a short or long rest, you regain your expended uses

### **Channel Profanity: Radiant Power**

As a bonus action, you can use your Channel Profanity to imbue your weapon with holy energy. For the next minute, all of your weapon attacks deal additional radiant damage equal to your power die.

### **War Magic**

Starting at 6th level, when you use your action to cast a cantrip, you may use your bonus action to make one weapon attack.

### **Doombringer**

Beginning at 11th level, your arcane force can mix with your shadowy power to destroy others. When you use your Dark Bane feature, you can choose to instead affect your spellcasting focus instead of your weapon. When you cast a cantrip or spell of 1st level or higher using that focus before the end of your current turn, you add the damage from your Dark Bane to the damage roll of the spell or cantrip against one creature.

### **Magic Shroud**

At 15th level, the spells you cast give you a shroud to defend yourself from spells. When you cast a cantrip or spell of 1st level or higher using your action, you gain a bonus to all saving throws against magical effects until the start of your next turn. The bonus is equal to the spell level + 1, with cantrips counting as a level 0 spell.

## **Mage's Brand**

While many other sigils infuse harvesters with some sort of occult force to grant them powerful abilities, your sigil simply teaches you the ways of one of the most ancient entertainment arts; gladiators. Those whom fought in gladiatorial arenas now speak to you in your sleep, teaching you how to fight as effectively as they did, and to do it with style. This sigil usually has old symbols from forgotten empires adorning it, or may have symbols of gladiatorial weapons on it.

### **Bonus Proficiency**

When you choose this sigil at 3rd level, you gain proficiency in disguise kits. Your proficiency bonus is doubled for checks made to pass off as an alter-ego while wearing a disguise using this kit.

### **Signature Style**

Additionally, at 3rd level, your style of fighting is radically unique and flashy. Choose one of the following options. You can’t take a Signature Style option more than once, even if you later get to choose again.

#### Cestus

Your unarmed strikes deal 1d6 damage, and when you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. Your unarmed strike damage increases to 1d8 at 10th level, and 1d10 at 15th level.

#### Dimachaerius

When you engage in two-weapon fighting, you can add your ability modifier. This does not stack with the Two-Weapon Fighting fighting style.

#### Hoplomachus

You no longer suffer disadvantage when you use a lance to attack a target within 5 feet of you.

#### Retiarius

When you use a net, its short and long range are doubled, it's AC and DC are increased by your proficiency bonus, and it increases its hit points by an amount equal to your harvester level.

#### Secutor

While wielding a shield, you can use your bonus action to shove a target. You cannot knock a target prone if you shove in this way.

### **Challenge**

Beginning at 6th level, you have been taught the ways of being both flashy and deadly in combat. As a bonus action, you challenge one creature within 30 feet of yourself to a duel, and it must succeed on a Charisma saving throw. On a failed saving throw, for 1 minute you and the creature are dueling. While dueling, you gain advantage on weapon attack rolls against that foe for the duration of the duel. You lose this benefit until the end of your next turn if an ally makes an attack against this foe. You can use this feature twice, and regain all expended uses after a long rest.

### **Night's Edge**

Starting at 11th level, your weapon attacks are critical hits on attack rolls of 19 or 20.

### **Superior Challenge**

At 15th level, your dueling skills have improved to be deadly. When you deal damage to a creature you are dueling, you reroll all 1 or 2s on damage rolls, taking the new result unless it is a 1 or a 2.

## **Sigil of the Fiend**

Bearing the power of a fiend from either the Nine Hells or the Abyss, harvesters who have the sigil of the fiend command a powerful fiend to aid them as they fight. Sometimes called hell knights due to their infernal or abyssal companion, the sigil they possess typically has symbols relating to fire or pain on it, similarly to a cult's demon summoning pentagrams.

### **Lord of the Fiends**

Starting when you choose this sigil at 3rd level, you learn to use your dark magic to conjure up a powerful fiend from the nine hells or the abyss. With 8 hours of work and the expenditure of 50 gp worth of rare oils and incenses, you call forth a fiend to serve you. This monster uses the statistics for your choice of either an ape or a panther but it has the fiend typing. When complete, your conjured fiend is summoned and gains all the benefits of your Fiend Servant ability. You can have only one conjured fiend at a time.

If your conjured fiend is ever slain, it returns to its plane of existence, and you can summon it back. With 8 hours of work and the expenditure of a further 25 gp worth of material components, you recall your conjured fiend back to this plane. You do not need to possess any parts of your conjured fiend's previous body to do so.

If you use this ability to return a former conjured fiend to unlife while you have a current conjured fiend, your current fiend returns to its plane of existence and is replaced by the restored companion.

### **Fiend Servant**

Your conjured fiend gains a variety of benefits while it is linked to you. The fiend obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your fiend acts on its own.

Your conjured fiend has abilities and game statistics determined in part by your level. Your fiend uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a conjured fiend also adds its proficiency bonus to its damage rolls. The conjured fiend is immune to effects that would banish fiends, thanks to the strength of their connection to you.

Your conjured fiend gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your fiend gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your fiend’s abilities also improve. Your fiend can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your fiend can’t increase an ability score above 20 using this feature.

Your fiend shares your alignment, and you are free to determine its personality traits and flaws. Your fiend shares your ideal and its bond is always: "The knight who summoned me is my lord, and I would gladly die for them.”

### **Burning Bane**

Starting at 6th level, your conjured fiend gains your Dark Bane feature, except for it deals fire damage to itself instead of necrotic. This feature improves whenever your Dark Bane feature would improve, as well. Additionally, when you use Dark Bane, you can choose for it to deal fire damage instead of necrotic damage.

### **Demonic Promotion**

By 11th level, your conjured fiend has obtained enough power for you to promote it into a greater form. After a short or long rest, you can choose for your fiend to gain one of the following benefits, which you can change at the end of a short or long rest.

* Your conjured fiend gains demonic wings, giving it a flight speed equal to its walking speed.
* Your conjured fiend gains a thickened hide, increasing its armor class to 16 and making it resistant to fire and poison damage.
* Your conjured fiend can breathe flames from its mouth, as an action. This is treated as casting *burning hands* at 3rd level, using your Charisma modifier for its spellcasting ability. At the start of each of its turns after using it, it can roll a d6, regaining usage of the breath on a roll of 6.

### **Destroy for Master**

At 15th level, your attacks can surge your fiend into a more precise attack when on the same target. If your conjured fiend attacks the same creature you did during your previous turn, it has advantage on its attack roll.

## **Sigil of the Warden**

Using their own superior life force to protect their allies, an harvester who bears the sigil of the warden becomes a living shield with enhanced reflexes. Pain to one who bears this sigil is only a temporary setback, seeing the lives of their allies as being superior to their own life. This sigil commonly has runes of protection adorning it, as well as crosses or shields to signify defense.

### **Intercept**

When you choose this sigil, at 3rd level, you are able to defend those around you. As a reaction to an allied creature within 30 feet of yourself being attacked, you move next to the ally without provoking opportunity attacks, and change the attack's target to be you.

### **Living Wall**

Beginning at 6th level, it is almost impossible for enemies to attack those behind you. Allied creatures within 5 feet of you are treated as having half cover, and if an effect that would force an allied creature within 5 feet of you to make a Dexterity saving throw also effects you, you can use your reaction to have the allied creature succeed on the saving throw.

### **Warden's Guard**

Starting at 11th level, as an action while within 5 feet of another creature, you can choose to protect that creature with all your might. That creature gains total cover, which lasts until you or the creature moves.

### **Reactive**

At 15th level, you can take one reaction on every turn of combat.

## **Multiclassing**

**Prerequisites.** To qualify for multiclassing into the Harvester class, you must meet these prerequisites: Charisma 13, Constitution 13

**Proficiencies.** When you multiclass into the Harvester class, you gain the following proficiencies: All armor, shields, simple weapons, martial weapons