Logger (5e Class)
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Logger[edit]
You find yourself in a new colony. Your job is clear, cut down trees, strip the logs, and create planks for the Masons to build housing. You find a small glade and decide the trees are dense enough for your dynamite. A grand blast makes quick work of the trees but warrants some unnecessary attention. Jumped by natives you think on your feet and use your last dynamite making most flee. You finish off the others with ease using your hand axe.
Creating a Logger[edit]
When creating a Logger keep in mind most Loggers start as commoners. Ask questions such as, Why did you choose to start adventuring? Are you tired of the monotony of the logging life? Did a benefactor hire you for a job that you simply couldn’t resist? Perhaps your mentor decided that you were ready to make your own way in life, sending you out to make your own living. Did the unexpected result of an explosion give you a sudden burst of insight into other uses for your talent? Or maybe you formed a bond with a stranger—another member of your adventuring party—who saw great potential in the way you do things, and you were invited to a life of danger, mystery, and treasure.
Hinterland Logger art by Karl Kopinski |
- Quick Build
You can make a Logger quickly by following these suggestions. First, intelligence should be your highest ability score, followed by strength Second, choose the outlander background.
Class Features
As a Logger you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Logger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Logger level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Animal Handling, Insight, Intimidation, Investigation, Nature, Perception, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial weapon
- (a) two handaxes or (b) any simple weapon
- an explorer's pack and a battleaxe
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Vigor Points | Tear Out Multiplier |
---|---|---|---|---|
1st | +2 | Woodcutter Endurance, Tree Climber, Favored Tool (1d4) | - | - |
2nd | +2 | Faller, Vigor | 2 | - |
3rd | +2 | Archetype | 3 | - |
4th | +2 | Ability Score Improvement | 4 | - |
5th | +3 | Tear Out, Favored Tool (1d6) | 5 | x2 |
6th | +3 | Powerful Arms | 6 | x2 |
7th | +3 | Archetype Feature | 7 | x2 |
8th | +3 | Ability Score Improvement | 8 | x2 |
9th | +4 | Improved Vigor (1) | 9 | x3 |
10th | +4 | Wind Up Swing | 10 | x3 |
11th | +4 | Favored Tool (1d8), Archetype Feature | 11 | x3 |
12th | +4 | Ability Score Improvement | 12 | x3 |
13th | +5 | Improved Vigor (2) | 13 | x4 |
14th | +5 | Unending Vigor | 14 | x4 |
15th | +5 | Archetype Feature | 15 | x4 |
16th | +5 | Ability Score Improvement | 16 | x4 |
17th | +6 | Favored Tool (1d10) | 17 | x5 |
18th | +6 | Improved Vigor (3) | 18 | x5 |
19th | +6 | Ability Score Improvement | 19 | x5 |
20th | +6 | Legendary Lumberjack | 20 | x5 |
Woodcutter Endurance[edit]
At 1st level, you are accustomed with long hours of hard labor cutting trees. You have advantage on all checks and saves made to resist exhaustion and on Death Saving Throws.
Tree Climber[edit]
At 1st level, your profession often require you to climb up trees. Climbing no longer costs you extra movement provided that you are not wearing armor, and you suffer no fall damage from falling from a height equal to your movement speed.
When you reach 6th level, you gain this benefit even while wearing armor, and your range for your long jumps becomes equal your movement speed, and high jumps equal to half your movement speed (or half those distances if performing a standing jump).
Favored Tool[edit]
Also at 1st level, you are specialized in the use of a particular tool. Choose between the handaxe, the battleaxe or the greataxe. You gain the following benefits with the chosen tool:
- You can use the chosen weapon as a woodcarver's tools or carpenter's tools. If you do so, you add half your proficiency bonus in checks with it, if you doesn't add your proficiency bonus already.
- You have advantage on attack rolls against creatures with the plant type, wooden objects or structures and trees.
- Once per turn when you hit with an attack with your Favored Tool, you can roll 1d4 and add the number rolled to the damage roll. The die rolled increases in size as you gain levels in this class, becoming a d6 at 5th level, a d8 at 11th level, and a
d10 at 17th level. You roll this die one additional time against creatures from the plant type, wooden objects or structures and trees.
When you gain a level in this class, you can replace your favored tool from another one.
Faller[edit]
At 2nd level, you can attempt to fall trees or destroy wooden objects in a single strike. As an action, you can strike a wooden object, structure , tree or creature with the plant type.
A non-magical tree, object or structure of medium size or smaller automatically breaks. Against Large or larger non-magical objects, you must succeed on a Strength (Athletics) check with a DC of 15 + 5 for each size larger than large.
If you use this ability against creatures from the plant type and wooden constructs, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On failed save, its hit point current and maximum are reduced by half and you cause the damage of an attack.
Once you use this feature against a target, you can't use this feature on that target again until you finish a long rest, regardless if you succeed or fail.
Vigor[edit]
Also at 2nd level, you can use your vigor to reinforce your endurance, strength and overall work power. This vigor is represented by a number of vigor points, and your logger level determines the maximum number of vigor points you have, as shown in the Vigor Points column of the Logger table.
You can spend these vigor points to perform a number of special abilities. You start knowing the abilities listed below. You gain more abilities that you can spend vigor points on as you gain levels in this class.
You regain half of your expended vigor points on a short rest, and all on a long rest.
Additionally, you regain 1 vigor point when you succeed a Constitution saving throw or a death saving throw.
- Vigorous Rest
You can spend 1 vigor point as a bonus action to regain an amount of hit points equal to 1d8 plus half your logger level (rounded up).
- Step Aside
You must be quick to react when trees fall down towards you. When you would be subject to an effect that requires a Dexterity saving throw, you can use your reaction to spend 1 vigor point. If you do, the saving throw is made at advantage and can move up to half your movement speed as part of the same reaction.
- Mighty Lumberjack
When you make a Strength (Athletics) check, you can spend 1 vigor point and gain advantage on the ability check.
- Enduring
When you make a Constitution check, or a Constitution save to avoid exhaustion, you can spend 1 vigor point. If you do, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
You can also spend 1 vigor point when you make a Death Saving Throw to add your proficiency bonus to the result. If the result of this check would stabilize you, you also regain 1 hit point.
- Powerful Swing
Once per turn when you make an attack with your Favored Tool, you can spend 1 vigor point to perform a powerful swing. If you do so, the attack is a critical on a hit.
If you score a critical with the die roll for this attack, you roll the damage die of your weapon one additional time.
Tear Out[edit]
By 5th level, your strikes with axes grow even stronger. As an action on your turn, you can use an axe you are proficient with to make a special attack, called Tear Out. on a hit with this attack, you can roll your Favored Tool die feature a number if times equal to your Tear Out multiplier.
If the weapon used on the attack is your Favored Tool, you also add its favored tool additional damage die to the total damage.
Finally, if you reduce the target to 0 hit points with the attack, you can force another target withing 5 feet of that creature and withing reach to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or take damage equal to the remaining damage.
For example, if you reduce a target that has 10 hit points to 0 when causing 20 points of damage on the attack, the other target takes 10 points of damage on a failed Dexterity save.
Powerful Arms[edit]
By 6th level, your arms can handle loads of weight and long hours of hard hitting. Your carrying capacity is doubled, and you are considered one size larger for the purposes of carrying, lifting or dragging weight.
In addition, whenever you make a Strength (Athletics) check, a Constitution check, or a Constitution save to avoid exhaustion, and roll a 9 or lower, you can choose a 10 instead.
Improved Vigor[edit]
At 9th level, whenever you finish a long rest, choose one of your Vigor features. Whenever you use the chosen feature, you can use the empowered effect, shown below, by spending 2 vigor points, instead of 1. The effects described below replaces (and are not cumulative) with the normal vigor feature effects.
At 11th level you can choose two Vigor Features to benefit from improved vigor at any given time, and three vigor features at 18th level.
- Improved Vigorous Rest
You can spend 2 vigor point as a bonus action to regain an amount of hit points equal to 2d8 plus your logger level (rounded up).
- Improved Step Aside
You must be quick to react when trees fall down towards you. When you would be subject to an effect that requires a Dexterity saving throw, you can use your reaction to spend 2 vigor point. If you do, you have advantage on all Dexterity saving throws you make until the start of your next turn. Also, on a failed save you take only half damage, and no damage on a success.
Finally, you can move up to your movement speed as part of the reaction.
- Improved Mighty Lumberjack
You can spend 2 vigor points to gain advantage to all Strength (Athletics) checks and saving throws made within the next minute. In addition, you are considered one size larger for the duration.
- Improved Enduring
When you fail a Constitution check or save to avoid exhaustion, you can spend 2 vigor points to succeed instead.
In addition, when you are reduced to 0 hit points, you can spend 2 vigor points to be reduced to 1 hit point instead. If you do so, you gain temporary hit points equal to your Logger level, that last until the start of your next turn.
- Improved Powerful Swing
Once per turn when you make an attack with your Favored Tool, you can spend 2 vigor point to perform a powerful swing. If you do so, the attack is a critical on a hit, and you roll the damage die of the weapon three times, instead of two.
If you score a critical hit with this attack, you roll the damage die for that weapon four times.
Wind Up Swing[edit]
By 10th level, you can turn your body completely to perform a mighty swing with your axe. As a bonus action you prepare this attack. When you do so, you can make one melee attack with an axe as a reaction against a creature within reach.
If you haven't moved before making this attack, you don't spend your reaction to do so. Your movement speed is reduced to 0 after making this attack.
Unending Vigor[edit]
At 14th level, whenever you regain any amount of vigor, you regain 1 additional vigor.
Legendary Lumberjack[edit]
By 20th level, your Strength score increases by 4, up to a maximum of 24.
In addition, whenever you start your turn and have 0 vigor, you regain 1 vigor.
Archetypes[edit]
Restless Feller[edit]
Working without rest, restless fellers are enduring workers, who use their vigor to keep their axe moving while others would already be on their knees due to exhaustion.
- Extreme Effort
By 3rd level, you can use your energy reserves to temporarily increase your power.
As a bonus action, make a Constitution check against a DC equals 10. Your result depends on the degree of your result.
- 9 or lower: You regain one use of this feature.
- 10 to 15: You have advantage on all Strength checks.
- 16 to 20: You have advantage on all Strength checks and saves and gain temporary hit points equal to your Logger level x 4.
- 21 to 25: You gain the 11 to 15 benefits and a bonus to your AC and all saving throws equal to your Constitution modifier until the end of your next turn.
- A roll of 20 on the d20: You regain 5 vigor points and add your +5 bonus to attack rolls until the end of your turn, in addition to the benefits of 21 to 25.
Unless stated otherwise, any benefits you gain from your extreme effort lasts for 1 minute. This feature ends early if you are incapacitated, reduced to 0 hit points, or if you use this feature again.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.
- Vigor Recovery
Also at 3rd level, whenever you succeed on a Death Saving Throw or on a Constitution saving throw, you regain 2 vigor.
- Vigor Features
Starting at 7th level, you gain the following additional uses for your vigor:
- Enduring Body. Whenever you are hit by an attack roll or fail a saving throw, you can spend 2 vigor points to cause that attack or save to be re-rolled. In addition, whenever you are reduced to 0 hit points, you can spend 1 vigor to be reduced to 1 hit point instead.
- Supreme Effort. You can spend up to 5 vigor points when you use your Extreme Effort feature, increasing the result on the check by the amount of vigor spent.
- Bear Endurance
At 11th level, when you make a Strength check, Constitution check, Strength saving throw or Constitution saving throw, you can use your reaction to grant a bonus to the save equal to your Constitution modifier. You must choose to gain this bonus before you roll the die.
- Legendary Fortitude
At 15th level, if you fail a saving throw, you can choose to succeed instead. If the effect would cause you to take half damage on a success, you take no damage instead.
Once you use this feature, you can't do it again until you finish a long rest.
Axeman[edit]
Axemans use sharp tools and a extremely precise cutting technique to accomplish their goal of clearing up wooden areas.
- Sharpened Tool
Starting at 3rd level, you gain proficiency with one of the following tools: woodcarver's tools or carpenter's tools. You add twice your proficiency bonus in checks with it.
In addition, when you make an attack with your Favored Tool, you score critical hits on a roll of 19-20.
- Vigorous Strike
Also at 3rd level, when you score a critical hit with an axe, you regain 1 vigor.
- Vigor Features
At 7th level, you gain the following vigor features:
- Savage Strike. When you hit a creature with an axe, you can spend a number of vigor points up to your proficiency bonus, causing additional damage equal to a roll of your Favored Tool die per point spent.
- Quick Climber. You can spend 1 vigor to climb up to your movement speed using your bonus action.
- Careful Strike
At 11th level, you know how to aim for the perfect location on the trees you cut, aiming for its weak spots. You add your Dexterity, Wisdom or Intelligence modifier (whichever is higher) to the damage rolls of your attacks with axes.
If you already add one of these modifiers to the damage roll, you must choose another one you don't add already.
- Perfect Cut
At 15th level, you gain a pool of perfect cuts equal to twice your level in this class. Whenever you make an attack, you can spend any amount of points in this pool to the result of the attack. You must spend these points before you know if the attack hit or misses.
If the sum between the number rolled on the d20 and the number of points spent is a 19 or 20, that attack is a critical.
Once you spend all your points from this pool, you can't use this feature again until you finish a long rest.
Axe Murderer[edit]
Not all figures wandering through forests and carrying an axe are lumberjacks. Some are there for a more sinister purpose, using the axe as an instrument of death.
- Slasher
At 3rd level, you can use your Feller feature on humanoid creatures, in addition to the usual targets, and can use it as a bonus action, instead of an action.
When you do so, you can also use an action to force the target to make a Wisdom saving throw against the Feller save DC. On a failed save, the target is frightened by you for the next minute. The creature can make another saving throw at the end of each of its turns to end this condition.
- Murderous Rampage
At 3rd level, on your first turn during a combat, you gain advantage on attack rolls against any creatures that haven't taken a turn yet.
In addition, whenever you reduce a creature to 0 hit points, you regain 1 vigor.
- Vigor Features
At 7th level, you gain the following additional vigor features:
- Manhunter. When you make a Wisdom (Survival) check, you can spend 1 vigor to gain advantage on the check.
- Gruesome Strike. You can use your bonus action and spend 2 vigor to make a gruesome strike. If your next attack hit, you cause additional damage equal to 3d6, or half as much on a miss.
- Careful Strike
At 11th level, you know how to aim for the perfect location on the trees you cut, aiming for its weak spots. You add your Dexterity, Wisdom or Intelligence modifier (whichever is higher) to the damage rolls of your attacks with axes.
If you already add one of these modifiers to the damage roll, you must choose another one you don't add already.
- Murderous Strike
At 15th level, you can choose to use your slasher feature against a creature of any type. On a failed save, the target is reduced to 0 hit points. On a success, the feature have its normal effects (reducing the target to half its current and maximum hit points).
Once you use this feature, you can't do it again until you finish a long rest.
Wilder[edit]
Although loggers are often seen as forces of destruction by inhabitants of natural areas, some use their axes in harmony with nature, replanting felled trees and mostly using wood from trees already destroyed by natural forces, such as rains. Due to this connection, they gain access to natural magic.
- Spellcasting
When you reach the 3rd level, you gain the ability to cast natural spells.
- Natural Recovery
Also at 3rd level, whenever you cast a Wilder spell by spending spell slot, you regain vigor equal to the level of the spell slot spent.
- Vigor Features
At 7th level, you learn the following vigor features
- Wild Guardian. When you cast a Wilder spell using an action, you can spend 1 vigor point to use your Tear Out feature using your bonus action.
- Natural Blessing. When you cast a Wilder spell that have a creature as the target, you can target two creatures instead by spending a number of vigor points equal to the level of the spell.
- Enhanced Magic
At 11th level, when you use your Tear Out feature, you can replace your additional Tear Out damage to cast one of your druid cantrips instead.
- Natural Secret
At 15th level, you learn can cast any spell from the druid list of 5th level or lower. Once you use this feature, you can't do it again until you finish a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the logger class, you must meet these prerequisites: 13 Strength and 13 Constitution.
Proficiencies. When you multiclass into the logger class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
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