Ex-Soldier, Zack Variant (5e Class)
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Ex-Soldier, Zack Variant
Ex-Soldier, Zack Variant
"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, Zack Variant
- Quick Build
You can make an Ex-Soldier, Zack Variant 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.
As a Ex-Soldier, Zack Variant you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Ex-Soldier, Zack Variant level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Ex-Soldier, Zack Variant level after 1st
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.
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
|Preferred Weapon||Unarmed Strikes||Features||—Spell Slots per Spell Level—|
|1st||+2||0||1d4||Accessory Defense, Limit Break, Unarmed Strikes||—||—||—||—|
|4th||+2||+1||1d4||Ability Score Improvement||3||—||—||—|
|8th||+3||+3||1d6||Ability Score Improvement||4||2||—||—|
|10th||+4||+3||1d6||Extra Attack (2)||4||3||—||—|
|12th||+4||+4||1d8||Ability Score Improvement, Limit Break||4||3||—||—|
|15th||+5||+5||1d8||Limit Break, Extra Attack(3)||4||3||2||—|
|16th||+5||+5||1d8||Ability Score Improvement||4||3||3||—|
|18th||+6||+6||1d10||Summon, Limit Break||4||3||3||—|
|19th||+6||+6||1d10||Ability Score Improvement||4||3||3||1|
At 1st level, your special accessory works as your armor. Your AC when using your special accessory is 10 + Str/Dex (Choose one) + Con.
At 1st level, you can pack a punch or two. Your unarmed strikes deal 1d4 damage and count as magical for the purpose of overcoming resistances and immunities. You can also choose if you use Str or Dex for your attack and damage rolls with them. Like a wise guy once told you: "using your weapon brings wear, tear and rust" so you can rely on your punch and use your weapon when it's really necessary. Your unarmed strikes dice levels up as shown in the Ex-Soldier, Zack Variant Table. Your unarmed strikes are not weapons, so you cannot make them your preferred weapon.
At 1st level, you can break your limits. As you level up, you will gain more limit breaks, going up to a total of 7. You can only try to use one limit break when you reach lower than half your maximum hit points. When you try to use a limit break, roll a d7. The number of the roll is the limit break you will use. Since you can only use the same limit break once per short rest, if the roll ends up on a repeated number, or on a number of a limit break that you do not know yet, you will end up using chain slash. At 1st level you only know chain slash. Every time that is listed "Limit Break" on the Ex-Soldier, Zack Variant Table, you are able to learn one Limit Break from this list. You cannot learn the same limit break twice.
You do a normal attack action with all the extra attacks you have in the moment. This is the only limit break that you do not need a short rest to recharge.
This limit break is number 1 in the dice. You hit 8 attacks with your preferred weapon. You can use this once between short rests
This limit break is number 2 in the dice. You hit 15 attacks with your bare hands and inflict the "Stun" condition in your target until the start of your next turn. You can use this once between short rests.
This limit break is number 3 in the dice. You do a normal attack action with all the extra attacks you have in the moment against all hostile creatures within your movement speed range. You do not provoke opportunity attacks while moving through hostile creatures while using this limit break. You can use this once between short rests.
This limit break is number 4 in the dice. You do a normal attack action with all the extra attacks you have in the moment. The ones you hit are treated as critical and the ones you fail you hit instead. You can use this once between short rests.
This limit break is number 5 in the dice. You heal yourself half your maximum hit points and are immune to all damage until your next turn. Any willingly friendly creatures at your movement speed range that you choose heal half the amount you healed yourself. You can use this once between short rests.
This limit break is number 6 in the dice. You provoke a meteor rain against all hostile creatures within 1 mile. All affected creatures must make a Dex save throw. You deal (your Ex-Soldier, Zack Variant level)d6 bludgeoning and (your Ex-Soldier, Zack Variant level)d6 fire damage to the creatures who failed the throw and half that damage to creatures who passed the throw. You can use this once between short rests.
This limit break is number 7 in the dice. You choose one of your known spells and cast it without spending a spell slot even if you do not have enough spell slots for the chosen spell. You add your spell attack bonus while using this limit break. If you already use your spell attack bonus for the chosen spell, you can add it twice while using this limit break. You can use this once between short rests.
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, Zack Variant 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.
At 5th level, your expertise in maneuvering your preferred weapon and punching excels. When taking the attack action using your preferred weapon or your unarmed strikes 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.
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, Zack Variant 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.
Ex-Soldier, Zack Variant 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.
Prerequisites. To qualify for multiclassing into the Ex-Soldier, Zack Variant class, you must meet these prerequisites: Str or Dex 14.
Proficiencies. When you multiclass into the Ex-Soldier, Zack Variant class, you gain proficiency in all martial weapons.