Lumberjack

Lumberjacks are considered the beastmasters of the woods. Focused upon their manly felling of large beastial creations. Throughout their work they often attempt to tame the most wild of figures, leading them to employ these battle-monsters within their combat.

Class Arts

Primary Ability:

Monstrous Companion

The main premise of Lumberjacks lies in their ability to wrangle beasts into submission. Together they work in conjunction to lay waste onto those who would attempt to stand within their way. Lumberjacks start with a Beastial Companion, who attacks for a base of 15 damage every time they attack, and has a static health pool of 150 Health, and a 7 block movement speed. Alongside such, this beast starts off with 3 of the modifiers below picked by the Player. If the Lumberjack’s companion ever dies, they are able to tame a new one up to DM discretion.

  • Thick-Skin - Your companion is one with hardy bones and lots of fat, allowing them to take blows with an added ease. Your companion has 50 extra health.

  • Brutal Ravaging - Your companion has claws similar to that of steel, allowing them to be heavier hitters. As such, your companion now deals 30 damage rather than 15.

  • Gargoyle - Your companion is a creature of monstrous stature. Because of this, they give off a horrifying appearance, and may attempt to instill fear in your opponent rather than do damage. This requires a roll of 10 or higher, and if successful, the target must flee for 1d2 rounds. DC may change if the target is a boss or elite enemy.

  • Flight - Your companion has wings amongst their form, allowing them the ability to fly. Your companion loses 30 health, yet may be ridden and fly with a +2 movement speed.

  • Intelligent - Your companion is capable of intensive thought, and the ability to communicate as if it were an actual human. Due to this, it holds the ability to cast magic. Draw 1 random spell, your companion may cast it. 

  • Slight Footed - Your companion is one of a smaller stature, able to bounce around on the battlefield and anticipate oncoming attacks. Your companion has 50 less health but gains 2 interrupts.

Tree Feller’s Axe

Common+

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Elemental

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Weapon

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100

The old reliable weapon for most all lumberjacks. The tool used for their occupation was cutting down trees and enemies. Its heft has such an intensive stature that the strongest of blows can almost be heard for miles.


Common Form: This axe deals 15 damage with a basic attack, and is two-handed. Sacrificing your movement for the round allows you to make another attack with disadvantage.


Uncommon For: This axe deals 20 damage with a basic attack, and is two-handed. Sacrificing your movement for the round allows you to make another attack with disadvantage.


Rare Form: This axe deals 25 damage with a basic attack, and is two-handed. Sacrificing your movement for the round allows you to make another attack.


Epic Form: This axe deals 40 damage with a basic attack, and is two-handed. Sacrificing your movement for the round allows you to make another attack with advantage.

Flapjacks

Uncommon+

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Mundane

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Consumable

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200

A lumberjack’s main source of fulfillment comes from a nice selection of both carbs and sugar rather than anything boring like meat. Its this intensive sweet-tooth that fills them with a drive to continue along.


Uncommon Form: Before a combat encounter, you may spend 1 RP hour in order to make 4 flapjacks. Each flapjack can be consumed to heal 5% of a user’s maximum HP, which cannot go above the maximum. You can give these out to your allies.


Rare Form: Before a combat encounter, you may spend 1 RP hour in order to make 5 flapjacks. Each flapjack can be consumed to heal 10% of a user’s maximum HP, which cannot go above the maximum. You can give these out to your allies.


Epic Form: Before a combat encounter, you may spend 1 RP hour in order to make 8 flapjacks. Each flapjack can be consumed to heal 15% of a user’s maximum HP, which cannot go above the maximum. You can give these out to your allies.

Enlarged Spirit

Common+

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Elemental

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Spell

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100

The soul of a lumberjack is massive in heart, and even more grand in soul, allowing themselves to pull forth that glee into making their presence even larger.


Common Form: Once per combat, you can use this spell in order to enlarge yourself by 1 foot. Your strength score increases by 3.


Uncommon Form: Once per combat, you can use this spell in order to enlarge yourself or your animal companion by 2 feet. Your strength score increases by 5.


Rare Form: Once per combat, you can use this spell in order to enlarge yourself or your animal companion by 4 feet. Your strength score increases by 10. If cast on your companion, you can now ride your companion until the spell dissipates.


Epic Form: Once per combat, you can use this spell in order to enlarge yourself or your animal companion by 10 feet. Your strength score increases by 25. If cast on your companion, you can now ride your companion until the spell dissipates. While you are enlarged with this form, you cannot be stunned.

Thrilling Tremor

Common+

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Elemental

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Spell

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100

Slam your foot amongst the ground, causing an insane surge of energy to flow through to the stones all about you. 


Common Form: Halving every enemy's movement speed for 3 rounds. You may pick 10 different blocks and make it either Walled, Tangled, or Rough Terrain. Can only be cast once per combat. This spell has a range of 20 blocks.


Uncommon Form: Halving every enemy's movement speed for 3 rounds. You may pick 15 different blocks and make it either Walled, Tangled, or Rough Terrain. Can only be cast once per combat. This spell has a range of 20 blocks.


Rare Form: Halving every enemy's movement speed for 3 rounds. You may pick 20 different blocks and make it either Walled, Tangled, or Rough Terrain. Can only be cast once per combat. This spell has a range of 20 blocks.


Epic Form: Halving every enemy's movement speed for 3 rounds. You may pick 30 different blocks and make it either Walled, Tangled, or Rough Terrain. Can only be cast once per combat. This spell has a range of 20 blocks.

Beastial Connection

Rare+

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Elemental

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Spell

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500

The bond held between that of a Lumberjack and their companion never falters, often leaving a deep impression between both of the Lumberjack itself and their beast.


Rare Form: Upon using a basic action, you may cast this spell. Once cast, you gain the abilities and statistics of your animal companion for the next 4 rounds. Upon being activated your lumberjack often physically changes to represent these changes.


Epic Form: Upon using a basic action, you may cast this spell. Once cast, you gain the abilities and statistics of your animal companion, and your companion gains your stats and abilities  for the next 5 rounds. Upon being activated your lumberjack and companion often physically changes to represent these changes.

Syrup Splash

Common+

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Mundane

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Spell

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100

A bottle of extremely thick maple syrup, which can be thrown during combat at multiple enemies to slow them to an almost complete halt. Must be made before combat.


Common Form: Before combat, take 30 RP minutes in order to create 3 bottles of syrup. Each bottle can be thrown with a basic action, and has a range of 15 meters. The syrup has a radius of 3x3, and any individuals caught within the radius suffer a -2 penalty to movement speed until they exit the radius.


Uncommon Form: Before combat, take 30 RP minutes in order to create 4 bottles of syrup. Each bottle can be thrown with a basic action, and has a range of 15 meters. The syrup has a radius of 4x4, and any individuals caught within the radius suffer a -4 penalty to movement speed until they exit the radius.


Rare Form: Before combat, take 30 RP minutes in order to create 5 bottles of syrup. Each bottle can be thrown with a basic action, and has a range of 20 meters. The syrup has a radius of 4x4, and any individuals caught within the radius suffer a -6 penalty to movement speed until they exit the radius.


Epic Form: Before combat, take 30 RP minutes in order to create 6 bottles of syrup. Each bottle can be thrown with a basic action, and has a range of 25 meters. The syrup has a radius of 5x5, and any individuals caught within the radius suffer a -8 penalty to movement speed until they exit the radius.

Mending Friend

Rare+

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Sacred

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Spell

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500

A Lumberjack always knows what's best to get their companion back into shape, no matter whether it's a phrase, action, etc. Revving the beast into an overdrive.


Rare Form: Once per combat, you may cast this spell as a basic action in order to restore half health back to your animal companion. Restored health cannot go above maximum. The companion gets a bonus action it may use immediately after.


Epic Form: Once per combat, you may cast this spell as a basic action in order to restore full health back to your animal companion. Restored health cannot go above maximum. The companion gets a bonus action it may use immediately after.

Remembrance Brand

Rare+

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Warped

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Spell

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500

At the fallen figure of those about them, the Lumberjack may shed their normal joyous routine. By using an action to place your hand on a dead companion, consume their essence into a permanent black tattoo about the Lumberjack’s figure. 


Rare Form: When a companion dies during combat (not by your hand), upon using an action you inflict a dark brand amongst yourself, allowing you to deal double damage for the rest of combat. You permanently gain a quarter of your companion’s health. The more your companions die, the less likely you are to get new ones.


Epic Form: When a companion dies during combat (not by your hand), upon using an action you inflict a dark brand amongst yourself, allowing you to deal double damage for the rest of combat. You permanently gain half of your companion’s health. The more your companions die, the less likely you are to get new ones. This effect can be done on your allies as well.

Lumberjack

Lumberjack

Lumberjack

Lumberjack

Lumberjack