Zoner (5e Class)

From D&D Wiki

Jump to: navigation, search

Zoner[edit]

Zoners are martial characters that provide defense to their allies from melee attackers, being their first line of defense when they get rushed by other martial attackers.

Quick Build

You can make a Zoner quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose a weapon with reach.

Class Features

As a Zoner you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor
Weapons: All simple and martial weapons
Tools:
Saving Throws: Dexterity, Constitution
Skills: Choose two from Athletics, Acrobatics, Deception, Insight, Intimidation, Investigation, Persuasion and Perception.

Equipment

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

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) A martial weapon and a shield or (b) Two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Zoner

Level Proficiency
Bonus
Underhanded Damage Features
1st +2 1d10+modifier Underhanded, Hold the Line
2nd +2 1d10+modifier Quick Steps
3rd +2 1d10+modifier Vanguard
4th +2 1d10+modifier Ability Score Improvement
5th +3 2d10+modifier Horde Breaker
6th +3 2d10+modifier Ability Score Improvement
7th +3 2d10+modifier Zoning
8th +3 2d10+modifier Ability Score Improvement
9th +4 3d10+modifier Resilient (+1)
10th +4 3d10+modifier Ability Score Improvement
11th +4 3d10+modifier Endure
12th +4 3d10+modifier Ability Score Improvement
13th +5 4d10+modifier Resilient (+2)
14th +5 4d10+modifier Ability Score Improvement
15th +5 4d10+modifier Skimming the Horde
16th +5 4d10+modifier Ability Score Improvement
17th +6 5d10+modifier Resilient (+3)
18th +6 5d10+modifier Survivor
19th +6 5d10+modifier Ability Score Improvement
20th +6 5d10+modifier Soul of Steel

Hold the Line[edit]

At 1st level, creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach.

Underhanded[edit]

At 1st level, once per turn, you deal an extra 1d10 damage plus your weapon attack modifier to a creature you hit with a weapon attack if another enemy of the target is within your reach or if you have advantage on the attack. You must be using a melee weapon.

Quick Steps[edit]

At 2nd level, you can take the Disengage or Dodge action as a bonus action.

Vanguard[edit]

At 3rd level, enemies within your reach have disadvantage on attack rolls that don’t target you.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th 12th, 14th 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.

Horde Breaker[edit]

At 5th level, once per turn when you make a weapon attack, you make a second attack against a creature that’s within 5 feet of the original target, and is within reach of your weapon. Or you can make an Athletics check contested by their Athletics or Acrobatics to push either of them 5 feet in any direction.

Zoning[edit]

At 7th level, you may use your action to start zoning until the start of your next turn. While zoning, you may make opportunity attacks without using your reaction.

Resilient[edit]

At 9th level, you gain a +1 bonus to all your saving throws. This bonus increases to +2 at 13th level and +3 at 17th level.

Endure[edit]

At 11th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You gain immunity to being Poisoned, Paralyzed and Petrified.

Skimming the Crowd[edit]

At 15th level, when one of your weapon attacks reduces a creature’s hit points to 0, you may make another weapon attack (no action needed.)

Survivor[edit]

At 18th level, At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Soul of Steel[edit]

At 20th level, you gain proficiency in all saving throws, and when you succeed on a saving throw, allies within 60ft of you add their proficiency bonus to their saving throw against the same effect if they aren’t proficient in it.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Zoner class, you must meet these prerequisites: Strength or Dexterity of 13 and Constitution of 13.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: