Ex-Soldier (5e Class)

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Ex-Soldier

Ex-Soldier

"A human enters a small town with his trusted sword. Some giants appear, but he shows no fear. Grabbing his buster sword, he goes off against the giants, growing stronger as he gets hit, until he finally breaks his limit and unleashes a burst of attacks against the giants, whom stand no chance against this man's assault."

Creating an Ex-Soldier

Quick Build

You can make an Ex-Soldier quickly by following these suggestions. First, Str should be your highest ability score, followed by Con. Second, choose the Soldier background. Third, choose a Greatsword and a Dungeoneer's Pack.

Class Features

As a Ex-Soldier you gain the following class features.

Hit Points

Hit Dice: 1d12 per Ex-Soldier level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Ex-Soldier level after 1st

Proficiencies

Armor: No armor
Weapons: All martial weapons
Tools: Land vehicles
Saving Throws: Str/Dex (Choose one) and Con
Skills: Choose 3 from Acrobatics, Arcana, Athletics, History, Intimidation, Perception and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • One martial weapon of your choice
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • One special accessory
  • First Class SOLDIER suit

Table: The Ex-Soldier

Level Proficiency
Bonus
Features Preferred Weapon —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Accessory Defense 0
2nd +2 Preferred Weapon +1
3rd +2 +1 2
4th +2 Ability Score Improvement +1 3
5th +3 Extra Attack, Lv. 1 Limit Break +2 3
6th +3 +2 3
7th +3 +2 4 2
8th +3 Ability Score Improvement +3 4 2
9th +4 +3 4 2
10th +4 Lv. 2 Limit Break, Extra Attack (2) +3 4 3
11th +4 +4 4 3
12th +4 Ability Score Improvement +4 4 3
13th +5 +4 4 3 2
14th +5 +5 4 3 2
15th +5 Extra Attack(3), Lv. 3 Limit Break +5 4 3 2
16th +5 Ability Score Improvement +5 4 3 3
17th +6 +6 4 3 3
18th +6 Summon +6 4 3 3
19th +6 Ability Score Improvement +6 4 3 3 1
20th +6 Lv. 4 Limit Break +7 4 3 3 1

Accessory Defense

At 1st level, your special accessory works as your armor. Your AC when using your special accessory is 10 + Str/Dex (Choose one) + Con.

Preferred Weapon

At 2nd level, you can break the limits with one preferred weapon of your choice. Right when you obtain this feature, choose one of your weapons to be your preferred weapon. Your preferred weapon turns into a magical weapon and it is a +1 attack and damage rolls. You can change your preferred weapon as you take one long rest, but you can only have one preferred weapon. This bonus increases as you level up (listed in the Ex-Soldier Table).

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.

Extra Attack

At 5th level, your expertise in maneuvering your preferred weapon excels. When taking the attack action using your preferred weapon in your turn, you can attack two times instead of one. You can attack one more time at 10th level and again at 15th level.

Lv. 1 Limit Break

At 5th level, you can break your limits if you take enough damage. You have now unlocked both Lv.1 Limit Breaks. Limit Breaks are overpowered features that you can only use if you have suffered enough damage. Once you have unlocked a Limit Break, you can use it if you check some prerequisites. Lv. 1 Limit Breaks can only be used when you have less than 80% your maximum Hit Points. Lv 2. Limit Breaks can only be used when you have less than 60% your maximum Hit Points. Lv 3. Limit Breaks can only be used when you have less than 40% your maximum Hit Points. The Lv. 4 Limit Break can only be used when you have less than 20% your maximum Hit Points.

(Lv. 1) Braver

Deals damage to a single enemy. It does 3.0x the normal damage that preferred weapon does when using the Attack action (does not stack with extra attacks). You can use this once between short rests.

(Lv. 1) Cross-Slash

Deals damage to a single enemy. It does 2.0x the normal damage that preferred weapon does when using the Attack action (does not stack with extra attacks). Also has a chance of inflicting the “Paralyze” status effect. The creature makes a Con save throw (DC = 10 + Con modifier) and if it fails, it becomes paralyzed until the end of your next turn. You can use this once between short rests.

Lv. 2 Limit Break

At 10th level, you can break your limits even further. You have now unlocked both Lv. 2 Limit Breaks.

(Lv. 2) Blade Beam

Deals damage to the first enemy that you target for 3.0x the normal damage the preferred weapon does when using the Attack action (does not stack with extra attacks). A secondary beam will burst from the first enemy you hit which will hit all of the other enemies on the battlefield. This secondary beam hits for 1.0x the normal damage. The first beam has a range of 50 feet and the secondary has a range of 20 feet. You can use this once between short rests.

(Lv. 2) Climhazzard

Deals damage to a single enemy. It does 4.0x the normal damage that preferred weapon does when using the Attack action (does not stack with extra attacks). You can use this once between short rests.

Lv. 3 Limit Break

At 15th level, you explode your limits. You have now unlocked both Lv. 3 Limit Breaks.

(Lv. 3) Meteorain

Deals damage randomly to any enemy on the battlefield. Meteorain launches six meteors towards enemies which will each hit for 1.5x the damage that preferred weapon does when using the Attack action (does not stack with extra attacks). There is no way to direct the meteors and they will hit enemies randomly potentially resulting in them all hitting the same target. The range of this attack is 50 feet. You can use this once between short rests.

(Lv. 3) Finishing Touch

Deals damage to a single enemy. It does 5.0x the normal damage that preferred weapon does when using the Attack action (does not stack with extra attacks). You can use this once between short rests.

Summon

At 18th level, you can occasionally call upon the unequaled might of the Gods to help you. Which god that comes to help you is beyond your control, as well as what they do to assist you. You can call on the Gods to intervene on your behalf as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Ex-Soldier level, the Gods intervene. The DM chooses the nature of the intervention.

If the Gods intervene, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Lv. 4 Limit Break

At 20th level, you do not have any limits no more. You have unlocked Omnislash.

(Lv. 4) Omnislash

Deals damage randomly to any enemy on the battlefield. You will attack with your preferred weapon a total of 15 times.

Ex-Soldier Spell List

You can learn all of the spells on the basic wizard spell list. Each time you gain a spell slot you learn a new spell from a level equal to the spell slot level. The number of spells you know is the same as the spell slots you have for each of the spell levels (e.g. at 7th level, you have four 1st level spell slots and two 2nd level spell slots, so you know four 1st level spells and two 2nd level spells). You cannot change your known spells. Your spellcaster ability is Con.

Multiclassing

Prerequisites. To qualify for multiclassing into the Ex-Soldier class, you must meet these prerequisites: Str or Dex 14.

Proficiencies. When you multiclass into the Ex-Soldier class, you gain proficiency in all martial weapons.

5.00
(one vote)

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