BEGET BOGUN
1st Level Conjuration (Ritual) (Druid, Farmer)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (plus 10 GP worth of rare herbs and fungi)
Duration: Instantaneous
You animate a small figure made from vegetable matter into a creature known as a Bogun, that serves you in a manner similar to a Familiar. It's stats are identical to a Awakened Shrub. Your Bogun acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn.
When the Bogun drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your Bogun is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Bogun's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the Bogun has. During this time, you are deaf and blind with regard to your own Senses. You can't have more than one Bogun at a time.
At Higher Levels: If cast as a 2nd Level or higher spell, you create a Greater Bogun instead.
APPARITION
2d Level Illusion (Warlock)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 10 minutes
When casting this spell, you touch 1 willing creature (this can be yourself). For the duration of the spell, those who see the face of the spells recipient see their personal fears staring back at them. They have to make a Wisdom Save or be Frightened. On each of its turns, the Frightened creature must take the Dash action and move away from the spells recipient by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from the spells recipient, or where it can no longer see them, this effect ends.
BIG BEE'S WARDING STING
2nd Level Evocation (Wizard)
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: 1 Minute
You create a stinger the size of a human fist made from pure force. It attacks anything that attacks you, acting on your turn. Whenever another creature attacks you, the stinger will pursue, moving up to 6o feet per round. It will make a melee spell attack against that creature using your attack bonus. On a successful hit, the opponent takes force damage equal to 1d8 + your spellcasting ability modifier. If more than on creature has attacked you, you may change the stings target as a Bonus Action.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the target takes an additional 1d8 damage for a number of rounds for every two slot levels above 2nd. For example, if cast as a 4th Level spell, the target takes 1d8 damage for two rounds on a successful hit.
BRAMBLES
2nd Level Transmutation (Druid)
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
You touch a nonmagical club, greatclub or quarterstaff. Until the spell ends, that weapon becomes a magic weapon that does both Piercing or Bludgeoning damage. Unless an opponent is Resistant or Immune to both damage types, it takes full damage.
At Higher Levels: When this spell is cast using a spell slot of 4th Level or higher, it gains a +1 Bonus to attack rolls and damage rolls. When you use a spell slot of 6th Level or higher, this Bonus increases to +2.
BUMBLE DANCE
2nd Level Transmutation (Bard)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the duration of the spell, you movements become erratic. Until the spell ends, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0. While this spell resembles the Dodge Action, you may still make attacks during it.
CONTROL WOOD
2nd Level Transmutation (Artificer, Druid)
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous
You cause wood to bend and warp, permanently destroying its straightness, form, and strength. This allows you to perform one of the following effects:
Warp a wooden door so that it busts off it's hinges and opens.
Warp a wooden door so that it becomes stuck, and requires a Str Check equal to your spell DC to open.
Destroy one nonmagical weapon that has wooden components.
Cause a wooden boat to leak.
Cause any wooden item of 60 pounds or less to shape itself as you see fit.
Create a club, greatclub or quarterstaff (or any other purely wooden tool or object) from an appropriate amount of wood.
INVOKE THE CERULEAN SIGN
2nd Level Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)
Casting Time: 1 Action
Range: 15 foot Radius extending from your square
Components: S
Duration: 1 Round
When casting this spell, you draw a glowing blue rune in the air, which explodes into a pulse of light. Aberrations, Fiends, Monstrosities and Undead within this area must make a Charisma Saving Throw or be Stunned for 1 Round
At Higher Levels: When you cast this spell at 3rd Level or higher, targets are Stunned one additional Round per spell Level.
VISION OF ENTROPY
2nd Level Illusion (Sorcerer, Warlock, Wizard)
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
With a whisper and wave of your hand, you invite the targeted creature to behold the seething chaos of the infinite void surrounding the Abyss. As long as you maintain the spell, the target must make an Intelligence Saving Throw or be Stunned. Once it succeeds, you must choose a new target for the spell. If it fails the Saving Throw 3 rounds in a row, the target falls Unconscious for 1 round.
BEAST WEAPON
3rd Level Transmutation (Druid)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Hour
When you cast this spell you gain a natural weapon of your choice (claws, bite, tail, etc.). The weapon does 2d4 slashing, piercing or bludgeoning damage (choose one when casting the spell). This attack is a magical weapon, and gives one additional bonus depending on the damage type. If the weapon deals bludgeoning damage, opponents you successfully attack with it must make a Str Saving Throw or be knocked Prone. If the weapon deals Piercing damage, targets you successfully attack with it must make a Strength Save or be Grappled. If the weapon deals slashing damage, it is a Finesse Weapon.
BEE SAFE
3rd Level Conjuration (Druid)
Casting Time: 1 Action
Range: Self
Components: V. S, M
Duration: Concentration, up to 1 Minute
Angry Bees wreathe your body for the duration. You can end the spell early by using an action to dismiss it. Whenever a creature within 5 feet of you hits you with a melee attack, the bees attack them. The attacker takes 1d6 piercing damage, and must make a Constitution Save or acquire the Poisoned Condition.
CROP CIRCLE
3rd Level Abjuration (Cleric, Druid, Warlock)
Casting Time: 1 Minute
Range: 10 feet
Components: V, S, M (alchemical salts worth at least 100 gp, which the spell consumes)
Duration: 1 Hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Aberrations, Fey, Fiends, Monstrosities, or undead. The circle affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
The creature has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
EMBRACE THE WILD
3rd Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Hour
This spell allows you to adopt the senses of a Beast. For the duration of the spell you are proficient in all Perception Checks. If you are already Proficient, you add your Spell Level to your Passive Perception.
SUMMON BEE
3rd Level Conjuration (Druid)
Casting Time: 1 Action
Range: 60 feet
Components: V, S. M
Duration: Concentration, up to 1 our
You summon some random Bee friends, roll 1d6 and consult the following chart: 1-2 (2 Bees of Challenge Rating 1 or less), 3-4 (4 Bees of Challenge Rating 1/2 or lower), 5-6 (8 Bees of Challenge Rating 1/4 or lower). The DM chooses the Bees who appear, and you choose the unoccupied spaces you can see within range where they appear. A summoned Bee disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many Bees. If you cast it using a spell slot of 8th or 9th level, you summon three times as many Bees. The Bees are an ally to you and your companions. In combat, the Bees share your initiative count, but they take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they attack whatever is closest to them (even allies).
ASPECT OF THE LIVESTOCK
4th Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Hour
When you cast this spell, you gain the abilities of a common farm animal. Choose one of the following:
Cattle: You gain Advantage on Strength checks and Saves. You also gain a Gore melee attack doing 1d6 plus your spellcasting ability modifier piercing damage.
Goat: You gain Advantage on Intelligence checks and Saves. You also gain a Headbutt melee attack doing 1d6 bludgeoning damage. Additionally, the target must make an Intelligence Save, or be Stunned 1 Round.
Horse: You gain Advantage on Charisma checks and Saves. If you move at least 20 ft. straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Charisma saving throw or be knocked prone.
Llama: You gain Advantage on Dexterity checks and Saves. You also gain a Spit ranged attack, with a range of 30 feet. Opponents you hit must make a Dexterity Save or be Blinded for 1 Minute. The Blindness ends early if the opponent takes an Action to clear it's eyes.
BEAST HEART
4th Level Transmutation (Druid)
Casting Time: 1 Action
Range: 20 feet
Components: V, S
Duration: Concentration, up to 1 Hour
When you cast this spell, choose up to 3 creatures within the spells range (this can include yourself). The targets gain Advantage on Strength Checks and Saving Throws. They also gain 2d6 temporary hit points, which are lost when the spell ends. Successful melee attacks by the spells recipients do an additional +1d6 damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
BEEATRICE'S ANGRY HIVE
4th Level Conjuration (Cleric, Druid)
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BEERD
spell Level and School (Ritual in parentheses if necessary)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
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CRUSHING DESPAIR
4th Level Illusion (Bard, Sorcerer, Warlock)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Each creature in a 30-foot cone must make a Charisma saving throw. On a failed save, the targets are overwhelmed with despair for the duration of the spell. During this time, it can't Attack or target any creature with harmful Abilities, Spells, or other magical Effects.
LAND WOMB
4th Level Transmutation (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 8 Hours
You, and up to 2 other creatures (who must bee holding hands) step into a patch of soil large enough to fully contain your bodies, melding yourselves and all the equipment you carry with the earth for the duration. Using your movement, you step into the earth at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses (and even then your opponent will need a spell that lets you see through solid earth), and you are considered to be 10 feet down within the earth.
While merged with the stone, you can't see what occurs outside it by nonmagical means, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the earth. You can use your movement to leave the earth where you entered it, which ends the spell. You otherwise can't move.
At Higher Levels: If you cast this at 5th Level or higher, you can bring one additional creature per spell slot Level over 4th.
NATURE'S PURITY
4th Level Evocation (Druid)
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A shimmering green beam of light springs forth from your outstretched hand. Make a ranged spell attack against a target. On a successful hit the target takes 4d10 force damage. If the target is an Aberration, Construct, Fiend or Undead, it must make a Charisma Saving Throw, or take an additional 2d10 damage on the following round.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d10 for each slot level above 4th.
NATURE'S WRATH
4th Level Evocation (Druid)
Casting Time: V, S
Range: 150 feet
Components: V, S
Duration: Concentration, up to 10 Minutes
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Charisma saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. This spell doesn't effect Beasts, Constructs, Elementals, Fey or Plants. Aberrations take an additional 2d10 damage, and have Disadvantage on the Saving Throw.
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POISON
4th Level (Druid, Farmer)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
While this spell is in effect, whenever you make an unarmed strike or natural weapon attack against an opponent, they must make a Constitution Save or take 4d10 poison damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
SUMMON PLANT
4th Level Conjuration (Druid)
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour
You call forth a plant creature of challenge rating 5 or less. It manifests in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
BIG BEE'S INTERPOSING STING
5th Level Evocation (Wizard)
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THE CROWS
5th Level Illusion (Warlock)
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
A target of your choice hallucinates a flock of crows hellbent on attacking him. The target must make a Charisma saving throw. On a successful save, the target takes 2d8 psychic damage, and the spell ends. On a failed save, the target takes 4d8 psychic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 psychic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. On any round the spell damages the target, it has Disadvantage on Attack rolls.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
GIANT BEAST
5th Level Transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You transform up to ten goats, two boars, five eagles, or one crocodile within range into giant versions of their natural forms for the duration. A goat becomes a giant goat, a boar becomes a giant boar, an eagle becomes a giant eagle, and a crocodile becomes a giant crocodile.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
I'LL BEE BACK
5th Level Conjuration (Druid)
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NATURAL SPELL
5th Level Evocation (Druid)
Casting Time: 10 Minutes
Range: Self
Components: V, S. M (a magical fetish worth at least 1,500 gp)
Duration: 10 Days
Choose a spell of 4th level or lower that you can cast, that has a casting time of 1 action. You cast that as a part of Natural Spell, expending the spell slots for both. The other spell is placed into a plant you are touching (this can be a plant creature). The plant must weigh no less than 8 pounds, and each plant can only hold one spell. The plant will hold the spell for 10 days, or until it is used. You may cast the spell as a Bonus Action at any time you are within 30 feet of the plant holding it. You may only use this spell to store a number of spells equal to your proficiency bonus.
PLANT BODY
5th Level Transmutation (Druid)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Hour
Your body temporarily transforms into some sort of vegetation. Until the spell ends you gain the following benefits: You have Resistance to Bludgeoning and Piercing. You also gain Immunity to the Charmed and Frightened Conditions.
FIRE SEEDS
6th Level Transmutation) (Ritual) (Druid Farmer)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous
You enchant up to 5 acorns, large seeds/nuts, pine cones or berries, turning them into fire bombs. They can be thrown at any target within a range of 60 feet (up to 120 feet if fired from a sling). The target and anything within 10 feet of it lands takes 2d6 fire damage (half damage if they make a successful Dexterity Saving Throw) and catching the target on fire. It takes an additional 1d6 Fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. You may throw as many as all five of the acorns as one attack, as long as they all go to the same target. The bombs can be thrown by anyone, as they detonate on impact. Optionally, when you create them, you can set them to explode on command, and you can detonate one or all of them as a Reaction. This version sets a 5 foot square (as well as any flammable objects within it) on fire until extinguished (and deals damage as normal). As a 3rd option you can designate them as flash bombs. In this case, when they explode they do 1d6 Radiant damage to everything within 10 feet, and they must make a Constitution Saving Throw or be Blinded for 1 Minute. A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer Blinded.
At Higher Levels: text if spells effects differ at higher levels
ANIMATE PLANTS
7th Level Transmutation (Ritual) (Druid, Farmer)
Casting Time: 1 Action
Range: 120 feet
Components: V
Duration: Concentration, up to 1 Minute
Plants come to life at your command. Choose two Large or 1 Huge nonmagical Plants within range. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
An animated plant has an AC of 15 + the Level of the Spell, and it's hit points, attacks, Strength, and Dexterity are determined by its size. Its Constitution is 15 and its Intelligence and Wisdom are 4, and its Charisma is 3. Its speed is 30 feet (40 feet if Large or Huge). It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated plant drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to its original form.
If you command a plant to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific plant inflicts slashing or piercing damage based on its form. A Large Plant has 60 hit points (plus an additional 15 hp per Spell Level over 7th). A Huge Plant has 90 hit points (plus an additional 15 hp per Spell Level over 7th). Strength is 18 for a Large creature, and 23 for a Huge creature. Dexterity is 10 for a Large creature, and 8 for a Huge one. Attack is +8 to hit and does 2d10+4 damage for a Large creature. Attack is +10 to hit and does 2d12+6 damage for a Large creature.
Optionally, you can choose to partially animate every nearby plant. IF this option is chosen it has the effects of an Entangle spell within a 40 foot square area. Duration becomes 10 Minutes, no Concentration.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the creature you animate gains increased AC and Hit Points. If option two is taken, increase the area of effect by 10 square feet for every spell slot Level above 7th.
CHANGESTONES
7th Level Transmutation (Druid, Farmer, Sorcerer, Wizard)
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (200 GP per prepared stone)
Duration: 1 Hour (see text)
You place 4 Medium sized, specially prepare stones on the ground. When casting the spell you must name a certain set of conditions, and an object or area to be protected. When the conditions are met, the stones animate, using Stone Defender stats (see Mordenkainen's Tome of Foes). They will attack anyone other than you and any creatures who are present that you designate when you cast the spell in order to protect their charge. They remain active for 1 Hour, or until they reach 0 Hit Points. Once animated, as a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself or it's charge against hostile creatures. Once given an order, the creature continues to follow it until its task is complete, but it will not leave sight of it's charge.
At Higher Levels: If you cast this spell using a spell slot of 8th level or higher, you can animate two additional stones for each slot level above 7th.
INVESTITURE OF THE SCARECROW
7th Level Transmutation (Farmer)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 Minutes
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At Higher Levels: text if spells effects differ at higher levels
FOREST CHILD
8th Level Transmutation (Druid, Farmer)
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M
Duration: Concentration, up to 1 Hour
You draw forth a humanoid figure from the wood of a Large or bigger tree. It is a wooden statue resembling yourself, with the same ability scores (except Int and cha, which are both 3) and stats, but without your Class Abilities or equipment. It has Damage Resistance to Bludgeoning and Piercing damage, and Vulnerability to Fire damage. It's Armor Class is 18 plus your Dexterity modifier. While your creature is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your creature's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses. The creature is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The creature lasts until it drops to 0 hit points, or the spell ends. As a Bonus Action you can switch places with it (anything that would affect teleport affects this), but it reduces the maximum duration of the spell by 5 minutes each time you do this. You may also cast a spell through it as an Action, and it's origin point is the creature instead of you. Spells you cast with a Range of Self may be cast on yourself or the creature in this manner. Using this ability likewise reduces the maximum duration of the spell by 5 Minutes each time it is used.
CALL HARVESTER'S SCYTHE
9th Level Conjuration (Farmer, Warlock)
Casting Time: 1 Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
You create a blade-shaped burst of necrotic energy about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 8d6 necrotic damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 16d6 necrotic damage (for a total of 24d6 necrotic damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Farmer Weapons
Adze/Hoe, Cost: , Damage: 1d0 slashing, Weight: 4 pounds, Properties: Two-Handed
Machete, Cost: , Damage: 1d6 slashing, Weight: 1 1/2 pounds, Properties: Light
Mattock/Pickaxe, Cost: , Damage: 1d8 piercing or slashing, Weight: 5 pounds, Properties: Versatile (1d10)
Pitchfork, Cost: , Damage: 1d6 piercing, Weight: 6 pounds, Properties: Versatile (2d4)
Shovel, Cost: , Damage: 1d8 bludgeoning (or slashing if it's been sharpened), Weight: 6 pounds, Properties: Heavy, Two-Handed
Scythe, Cost: , Damage: 2d4 slashing or piercing, Weight: 5 pounds, Properties: Heavy, Two-Handed