Logger (5e Class)
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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
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.
As a Logger you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons, martial weapons, all axes
Tools: Explosives Kit
Saving Throws: Strength, Constitution
Skills: Athletics, Survival and two of your choice from the following list Animal Handling, Insight, Intimidation, Investigation, Nature, Perception
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
- Explosives Kit
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
|Dynamite||Explosive Damage||Fire Damage||Features|
|3rd||+2||6||1d6||2d4||Duck and Cover, Bells & Whistles|
|4th||+2||6||1d6||2d4||Ability Score Improvement|
|8th||+3||12||2d6||3d4||Ability Score Improvement|
|12th||+4||18||3d6||4d4||Ability Score Improvement|
|16th||+5||24||4d6||5d4||Ability Score Improvement|
|19th||+6||30||4d6||5d4||Ability Score Improvement|
You have little knowledge of how effective your dynamite is against creatures over time you are determined to improve these weapons as well as more efficient ways to craft them. Starting at the 1st level, you have developed a way to create small explosives that are an effective means of combat. You are proficient with the explosives, which are simple ranged weapons that have the thrown, finesse, and loading property with a range of 20/60. On a hit, the explosive deals 1d6 fire damage. On a failure, any creature within 5 feet of the explosion must make a dexterity saving throw. On a failure, they are on fire and must take damage equal to the fire damage table at the start of there turn. It takes one action to dose yourself The DC for the saving throw equals 8 + your Intelligence modifier + your proficiency bonus. The Explosives lose potency after 24 hours, due to the different components settling.
You must spend at least 30 minutes during any rest to make explosives equal to half of the dynamite table using your explosive kit, which is a pouch containing the specialized ingredients that you have perfected through your studies. You may spend an extra 30 minutes to make more if you wish.
The fire damage of the explosives, as well as the number of explosives you can make during a rest, increase as you gain Loggers levels, as shown on the Fire Damage and Explosives columns on the Loggers table.
You adopt a particular 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.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
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.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Duck and Cover
Starting at the 3rd level you have advantage on all rolls related to explosives about to explode that you can see.
Bells & Whistles
Aerodynamic Explosive. This streamlined casing increases the range of the explosive to 30/120.
Incendiary Explosive. This flammable powder doesn’t cause shrapnel to spread or cause damage on a hit, but it creates a fire equal to a 10-foot cube that lasts for 1 minute. A creature that enters the fire or starts its turn there must make a Dexterity saving throw, taking the explosive’s normal fire damage on a failed save, or half as much damage on a successful one.
Light Explosive. This lighter casing is easier to throw, allowing you to throw explosives made with it as a bonus action.
Potent Explosive. This powerful component increases the damage dice of explosives made using it from d6s to d8s.
Spiked Explosive. This dangerous casing pierces the target and surrounding creatures with spikes. On a hit, the target takes piercing damage equal to the ability modifier you used to throw the explosive. The damage caused by the shrapnel is increased by the same modifier.
Sticky Explosive. This adhesive causes an explosive to stick to the target. Explosives made with this component don’t cause shrapnel to spread around the target, but you roll double the damage dice for the fire damage on a hit.
Volatile Explosive. This powder doesn’t cause fire damage to the target, but the area of the shrapnel increases to a 15-foot radius. (Can be used in conjunction with incendiary to increase the fire to a 20ft cube)
Ability Score Improvement
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.
You may forgo taking this feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite.
Beginning at 5th level, you can attack two times, instead of once, whenever you take the Attack action on your turn.
Beginning at 7th level, a creature that fails its saving throw against your flashbangs, it takes 1d6 thunder damage. Additionally, you can use a Versatile Explosive option when you make flashbangs. Each option provides a different benefit for flashbangs than it does for your normal explosives, as listed below:
Aerodynamic Flashbang. This streamlined casing increases the range of flashbangs made using it to 120 feet.
Incendiary Flashbang. This flammable powder causes flashbangs made with it to give off a fiery explosion, adding 1d6 fire damage to the flashbang’s damage.
Light Flashbang. This lighter casing is easier to throw, allowing you to throw flashbangs made with it as a bonus action.
Potent Flashbang. This powerful component increases the damage dice of flashbangs made using it from d6s to d8s.
Spiked Flashbang. This dangerous casing pierces the target and surrounding creatures with spikes. On a hit, the target takes piercing damage equal to the ability modifier you used to throw the explosive. The thunder damage caused by the flashbang is also increased by the same modifier, due to the shrapnel.
Sticky Flashbang. This adhesive causes a flashbang to stick to the target. Flashbangs made with this component reduce the target’s movement speed by half until the end of its next turn on a hit.
Volatile Flashbang. This powder doesn’t cause thunder damage to the target, but the area of the flashbang increases to a 15-foot radius.
By 11th level, when you are making explosives you are able to use your extra spare parts to create an imploding explosive.
The explosive has a throwing range of 20 ft./60 ft., and on a hit the target takes 1d12 force damage, is restrained and will take this damage on the next two rounds. Each round for two rounds, after the initial explosion, all characters within 10 feet of the explosion get pulled 5 ft. closer to the point where the explosive went off, and if a character is pulled into the point where the explosive went off they take 1d12 force on the next round and are restrained like the target of the explosive. This happens until, the second round after the initial explosion. Then the explosive blasts all enemies 10ft. away from the initial point of explosion dealing 1d6 piercing damage to all affected.
You can have one imploding explosive at a time as they are made from spare parts. It takes 10 minutes in a short rest to make one imploding explosive or you can craft one as part of a long rest.
Beginning at 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
By 15th level, you have adapted your explosives to use very delicate clockwork to track down and hunt enemies.
You take your action to designate one enemy within 100 ft. Then as you place the explosive on the ground it seeks out your designated target. When the clockwork explosive reaches its target it explodes dealing the regular damage of your explosives to all within 5 ft. of the explosive. The explosives have 10 AC, 15 HP, and can be attacked, but when an explosive dies it explodes. You do not need to make a ranged attack for clockwork explosive to hit the enemy, but if the enemy moves out of the 100 ft. range centered on the area where you activated the clockwork explosive the explosive simpily follows the enemy up to till the explosive reaches the edge of the range then it falls on the ground and explodes. Your clockwork explosives can be affected by your versatile explosive option and your improved versatility option.
Your clockwork explosives have a flying speed of 30 ft. and will stay active for 24 hours before they turn back to normal. You can turn up to half of your regular explosives you make into clockwork explosives as part of a long rest or you can take a separate 30 minuets as part of a short rest to build them. You can have an amount of clockwork explosives equal to half the amount of explosives you can normally make.