The Yeoman extracts and manufactures, mostly while its owner is somewhere else. The second idle-first class, and the making half of the pair the Teamster completes: one produces, the other moves.
Everything in the game is built out of something a Yeoman pulled out of the ground.
| Hit Die | d10 |
| Primary Ability | Strength and Intelligence |
| Saving Throws | Strength, Constitution |
| Armor | Light, medium |
| Weapons | Simple, plus the tools that double as them: pick, axe, hammer, adze |
| Tools | Every gathering and crafting tool it has the profession for |
| Skills | Choose 2 from Athletics, Insight, Investigation, Nature, Perception, Survival |
Ability Score Improvements: 4, 8, 12, 16, 19 (you may take a feat instead at each).
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | Hard Yield (materials per node up ~25%; nodes deplete slower under you), Grain and Grade (read a node's or a material's true quality before committing work to it) |
| 2 | +2 | Tool-Wise (work one tool tier above the tool you hold; your tools degrade at half rate) |
| 3 | +2 | Trade (subclass) |
| 4 | +2 | Ability Score Improvement (or feat) |
| 5 | +3 | Standing Work (your time away runs a node or a station queue instead of paying a wage) |
| 6 | +3 | Deep Seam (a worked-out node yields one further pass for you alone before it closes) |
| 7 | +3 | Trade feature |
| 8 | +3 | Ability Score Improvement (or feat) |
| 9 | +4 | Salvage (break gear down for ~40% of its materials; a partial return, so the durability sink still nets out negative) |
| 10 | +4 | Second Shift (run two idle tasks at once: one node and one station; the two share one 36h collection budget and split it) |
| 11 | +4 | Throughput (station queue produces ~50% faster while you tend it, idle or not) |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | Trade feature |
| 14 | +5 | Provisioner (supply guild stockpiles and civic projects directly at scale) |
| 15 | +5 | Mastercraft (the active-play quality mode) |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | Trade feature |
| 18 | +6 | Old Trade (a quality floor: your worst roll cannot fall more than one tier below your skill's expectation) |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | The Works (a registered production site that runs itself) |
The Yeoman runs the crafting queue and the gathering loop as standing tasks, so a station left fed keeps producing while you are offline. Quality is skill plus a d20 plus the quality of your materials.
Your tools wear out. A worn tool degrades before it breaks, so the output quality drops first and gives you the warning. Repair is cheap and always available; the free path never closes.
A Yeoman picks a Trade at level 3, and it decides what they pull out of the world.
The Field is where fertility lives. Every plot carries a 0-100% figure you are responsible for. Work it without rest and it falls, at an accelerating rate. Leave it fallow and it recovers for free. Fertilizer, irrigation and a wizard's create water push it higher, and a region's band is a head start rather than a guarantee. Anyone who spends enough can farm the Marches at 100%.
Two identical plots side by side can differ by an order of magnitude depending on how their owners have treated them. That is what turns farming from a timer into a practice.
Free class unless marked otherwise. No unlock needed: pick it at character creation and start.
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