Mercenary
Stat
Modifier
+1 Perception, -1 Charisma
Hit Points
Hit
Dice:
1d10 level
Hit Points at 1st Level: 10 + your Endurance
Hit Points at Higher Levels: 1d10 (or 6) + your Endurance per Mercenery level after 1st
Hit Points at 1st Level: 10 + your Endurance
Hit Points at Higher Levels: 1d10 (or 6) + your Endurance per Mercenery level after 1st
Starting
Proficiencies
You are proficient with the
following items, in addition to any proficiencies provided by your race or
background.
Weapons: You may choose 4 weapons of any non-heavy type.
Tools: Any One Tool.
Skills: Choose two skills from Acrobatics (Agility), Deception (Charisma), Gambling (Luck), Intimidation (depending on situation), Investigation (Perception), Medicine (Intelligence), Persuasion (Charisma), Stealth (Agility), Survival (Perception)
Weapons: You may choose 4 weapons of any non-heavy type.
Tools: Any One Tool.
Skills: Choose two skills from Acrobatics (Agility), Deception (Charisma), Gambling (Luck), Intimidation (depending on situation), Investigation (Perception), Medicine (Intelligence), Persuasion (Charisma), Stealth (Agility), Survival (Perception)
Saving
Throw:
Perception, Agility and one more of your choice.
Starting
Equipment
You
start with the following items, plus anything provided by your background.
• (a) Any 2 melee weapons
• (a) Basic Laser pistol or (b) Basic Energy Weapon
• (a) Any 2 melee weapons
• (a) Basic Laser pistol or (b) Basic Energy Weapon
•
(a) any Tool you are proficient with.
• (a) Any armour with an AC rating of 15 and below
• (a) Any armour with an AC rating of 15 and below
Level
|
Proficiency Bonus
|
Bonus
Features
|
1st
|
+2
|
Marked
Target
|
2nd
|
+2
|
Fighting
Style
|
3rd
|
+2
|
Mercenary
Archetype
|
4th
|
+2
|
Ability
Score Improvement, Action Surge
|
5th
|
+3
|
Extra
Attack, Cunning Action
|
6th
|
+3
|
Mercenary
Archetype, Boost
|
7th
|
+3
|
Evasion
|
8th
|
+3
|
Ability
Score Improvement
|
9th
|
+4
|
Mercenary
Archetype
|
10th
|
+4
|
Action
Surge (2)
|
11th
|
+4
|
Second
Wind
|
12th
|
+4
|
Ability
Score Improvement , Merc Archetype
|
13th
|
+5
|
Boost
|
14th
|
+5
|
Indomitable
|
15th
|
+5
|
Mercenary
Archetype
|
16th
|
+5
|
Ability
Score Improvement
|
17th
|
+6
|
Action
Surge (3)
|
18th
|
+6
|
Mercenary
Archetype
|
19th
|
+6
|
Ability
Score Improvement
|
20th
|
+6
|
Boost
|
Abilities
Marked
Target
Choose a
target to be marked by you. You have advantage on Survival checks to track your
target, as well as on Insight involving your mark. However, should you lose
sight of your target for more than an hour, your target is no longer marked.
Fighting
Style
At 2nd level, 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.
Gunnery
(Ballistics)
You gain a +2 bonus to Attack
rolls you make with Ballistic Weapons.
Gunnery
(Energy)
You gain a +2 bonus to Attack
rolls you make with Energy Weapons.
Heavy Weapon
Mastery
Whenever you use a two handed
weapon to attack, you may add a +1 to both attack and damage.
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.
Dual Weapons
This ability works depending if
you are wielding either two melee weapons or two ranged weapons only. You may
also draw or stow two one-handed weapon of the same type when you would
normally be able to draw or stow only one. This action also takes up your bonus
action.
Range : When wielding two one-handed range weapons, you may add +1 to all
damage.
Melee : When attacking with your off-hand weapon, you add your Strength
or Agility to damage.
Mercenary
Archtype
At
3rd level, you choose an archetype that you emulate in the exercise of your
style or reason such as the flare of your swordsmanship or the pursuit of the
hunt or personal gain. Your archetype choice grants you features at 3rd level
and then again at 6th, 9th, 12th 15th and 18th level.
Your
choices are Swashbuckler, bounter Hunter or Soldier
Ability
Score
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 also choose to forgo this benefit
and take a feat instead.
Action
Surge
Starting
at 4th level, you can push yourself beyond your normal limits for a moment. On Your Turn,
you can take one additional action on top of your regular action and a possible
Bonus Action.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 10th level, you can use it twice and three times at level 17 before a rest, but only once on the same turn.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 10th level, you can use it twice and three times at level 17 before a rest, but only once on the same turn.
Extra
Attack
At
5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Cunning
Action
Starting
at 5th level, your quick thinking and agility allow you to move and act
quickly. You can take a Bonus Action
on each of your turns in Combat.
This action can be used only to take the Dash
or Disengage
action.
Boost
Beginning at level 6, you gain one Boost option. You
may choose to boost your hit points by 20, DR by 1, or radiation resistance by
5 points.
This is repeated at level 13 and again at level 20.
Each time you may choose the same option which stacks or a different option all
together.
Evasion
Beginning
at 7th level, you can nimbly dodge out of the way of certain area effects, such
as an autofire attack or an explosion from a grenade. When you are subjected to
an effect that allows you to make an Agility saving throw to take only half
damage, you instead take no damage if you succeed on the saving throw. However,
you still take full damage if you fail. There will be certain times where
evasion will not take effect based on GM’s discretion.
This
ability is active only when wearing light or no armour at all.
Second
Wind
At
level 11, you have a limited well of stamina that you can draw on to protect
yourself from harm. On Your Turn,
you can use a Bonus Action
to regain hit points equal to 1d10 + your Mercenary level.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Indomitable
Beginning
at 14th level, you can reroll a saving throw that you fail. If you do so, you
must use the new roll, and you can't use this feature again until you finish a Long Rest.
Mercenary
Archetypes
Swashbuckler
Some
mercenaries tend to defy the old saying “Never bring a knife to a gunfight” but
doing just that, bringing a knife to a gunfight. Out to prove the elegance or
maybe the raw power of the melee class weapons, swashbucklers seem to have an
almost unnatural grace as they glide through hail of gunfire to precisely
strike their mark.
Specialty Weapon
At
level 3, the Swashbuckler chooses a one-handed weapon he is proficient in, a
sword for example. Whenever he uses this weapon, he gains a +1 to all attacks
and +1 to all damage dealt when the weapon is in his hand.
Speed Boost
At
level 6, the Swashbuckler gains a +5ft speed boost and another +5ft every 6 level
after. Therefore, he gains +10ft movement at level 12 and a total of +15ft
movement at level 18.
Light on your Feet
At
level 9, the Swashbuckler may choose one of the abilities below.
Stab
If enemy misses you with a melee attack, you may roll a Deception check opposed by the enemy’s Insight check. Should you succeed, you may immediately counterattack, making one free attack against the mentioned opponent. This counts as a reaction. Only one attack once per round.
If enemy misses you with a melee attack, you may roll a Deception check opposed by the enemy’s Insight check. Should you succeed, you may immediately counterattack, making one free attack against the mentioned opponent. This counts as a reaction. Only one attack once per round.
Slide
Reduce armour penalty by 2, minimum 0 of any armour you are wearing.
May half damage received no. of times equal to Agility modifier every long rest. Range or Melee.
Reduce armour penalty by 2, minimum 0 of any armour you are wearing.
May half damage received no. of times equal to Agility modifier every long rest. Range or Melee.
Deflect Bullets
At
level 12, a Swashbuckler may deflect incoming bullets as long as he is aware of
the shooter and not incapacitated or unconscious.
When
attempting to deflect a bullet, roll an Agility saving roll DC = 8 + enemy
proficiency + enemy Agility. If successful, the shot is deflected and no damage
is taken. Deflected grenades scatter. Energy weapons can only be deflected if
the weapon has been upgraded to its strongest material. Only single shots,
double tap and burst shots (DC+2) can be deflected. Autofire and rockets or
large objects cannot be deflected.
This
ability counts as a reaction and can only be used once per turn, a no. of times
equal to the Swashbuckler Agility per long rest.
Blitz Attack
At
level 15, the Swashbuckler has mastered the method of fighting multiple targets
at once. Once every short rest, the Swashbuckler may attack every target within
reach once. Then as part of the attack, he may launch himself, a short distance
of 10 feet towards another target within reach (of 10ft) for one more attack.
Find the Mark
At
level 18, the Swashbuckler has become one with his chosen weapon. His threat
range of the weapon increases by 2. Therefore, a weapon that scores a critical
on a 20 is now 18-20 and a weapon that scores a critical on 19-20 now scores a
critical on a 17-20.
Additionally,
all damage with the chosen weapon is increased by 1 die.
Bounty Hunter
Out
in the wasteland there are always creatures to hunt. Sometimes it a dog,
sometimes it’s a man. Whatever the case, the bounty hunter is never far behind
them. Using armaments of stealth, guile and assortment of weapons, bounty
hunters strive to find their prey, and collect the reward.
Hunter’s Style
At level 3, you gain the type of style in which to
hunt your prey. Choose one of the options below.
Dual Pistols : The
Bounty Hunter can now attack his full number of times with his off-hand weapon.
However, using his off-hand weapon still counts as a bonus action use.
CQC Training : Whenever you make a melee attack with a ranged
weapon, you may add one half of your strength. You may also parry once per turn
as a reaction.
Sniper Style : You can forfeit
your move action to take aim of your target. Doing so gives you a +2 bonus on
your next attack.
Dead or Alive
At level 6, the bounty hunter attempt a called shot
against his mark. Roll a perception check DC 16. If he passes, he may choose a
body part, legs or arms for example and roll an attack. If he hits, an
additional outcome may occur based on GM’s discretion. The Bounty Hunter can
only attempt this once per short rest.
The number of times this ability can be used increases
to twice per short rest at level 12 and three times at level 18.
Hunter’s Style Bonus
At level 9, the Bounty Hunter gains a bonus depending
on his style chosen at level 3.
Dual Pistols :
The Bounty Hunter gains a +1 to all attacks made when using one-handed
weapons
CQC Training : Whenever you make a melee attack with a
ranged weapon, you may add twice your strength modifier.
Sniper Style : Taking aim now
gives you +4 bonus on your next attack.
Mark the Bounty
At level
12 you become so attuned to your quarry that you will only lose your mark if he
has strayed away for more than half the day. However, you can still pick up his
trail by making a successful Perception check DC 15. If you succeed, you pick
up his trail again, knowing which direction he has gone.
Surprise Surprise
At level 15, you cannot be surprised by your mark. If
your team is surprised, you ignore the surprised condition and may act normally.
Also, should you have a weapon ready and your mark move before you do, you may
use a reaction to attack him, and only him, first. This action still takes up
your turn for this round only.
Weak Spot
The Bounty Hunter’s ability to precisely injure his
mark increases to an almost superhuman level. Whenever the Bounty Hunter uses
the level 6, Dead or Alive ability,
not only can he call shot, but he can also decide the outcome instead of the
GM. However, all outcome must be within reason and has to be agreed upon by the
GM..
Sometimes,
you just need to fight to survive. Maybe you were part of a bandit crew. Or a
militia. Whatever your background, you learned to fight and to occasionally
take orders.
Level 3: Fighting Style
Gunnery (Ballistics)
You gain a +2 bonus to Attack
rolls you make with Ballistic Weapons.
Gunnery (Energy)
You gain a +2 bonus to Attack
rolls you make with Energy Weapons.
Melee Weapons
You gain a +1 bonus to attack
and damage rolls you make with any 1 or 2 handed melee weapons.
Dual Weapons
This ability works depending if
you are wielding either two melee weapons or two ranged weapons only. You may
also draw or stow two one-handed weapon of the same type when you would
normally be able to draw or stow only one. This action also takes up your bonus
action.
Range : When wielding two one-handed range weapons, you may add +1 to all
damage.
Melee : When attacking with your off-hand weapon,
you add your Strength or Agility to damage.
Level 6: Personal Upgrade
Strong Swing.
Any attack made with a two-handed melee weapon has the opportunity to push back a target 5 feet times strength (min: 5 feet). Con save DC 8 + Prof + Str.
Any attack made with a two-handed melee weapon has the opportunity to push back a target 5 feet times strength (min: 5 feet). Con save DC 8 + Prof + Str.
Resistance.
You gain damage reduction equal to your half your Endurance rounded down to a minimum of 1 against energy or non-energy damage. Choose ONE. This ability does not stack with armour.
You gain damage reduction equal to your half your Endurance rounded down to a minimum of 1 against energy or non-energy damage. Choose ONE. This ability does not stack with armour.
Level 9: Additional Fighting Style
You
may not take the same fighting style twice
Gunnery (Ballistics)
You gain a +2 bonus to Attack
rolls you make with Ballistic Weapons.
Gunnery (Energy)
You gain a +2 bonus to Attack
rolls you make with Energy Weapons.
Melee Weapons
You gain a +1 bonus to attack
and damage rolls you make with any 1 or 2 handed melee weapons.
Dual Weapons
This ability works depending if
you are wielding either two melee weapons or two ranged weapons only. You may
also draw or stow two one-handed weapon of the same type when you would
normally be able to draw or stow only one. This action also takes up your bonus
action.
Range : When wielding two one-handed range weapons, you may add +1 to all
damage.
Melee : When attacking with your off-hand weapon,
you add your Strength or Agility to damage.
Level 12: Fighting Style Upgrade
Depending
on what your choice was at level 3 and level 9, your fighting style gets an
advantage
Gunnery (Ballistics)
You gain a +1 to all damage dealt
ballistic weapons
Gunnery (Energy)
All energy weapons now deal 1
damage to any adjacent targets. (This stacks)
Melee Weapons
You gain another +1 bonus to attack
and damage rolls you make with any 1 or 2 handed melee weapons.
Dual Weapons
When you use this ability to make
the maximum number of attacks you are able to, add +1 damage to all you
attacks. (even splash damage)
Level 15: Personal Upgrade’s Upgrade
Depending
on what your choice was at level 6 you grow even stronger
Strong Swing.
Any attack made with a two-handed melee weapon has the opportunity to hit a second target adjacent to you. You may make one additional attack roll against a different target adjacent to you. The knock-back will also affect your second target. This does not count to the ‘Extra Attack’ feature. This feature can be used once per turn.
Any attack made with a two-handed melee weapon has the opportunity to hit a second target adjacent to you. You may make one additional attack roll against a different target adjacent to you. The knock-back will also affect your second target. This does not count to the ‘Extra Attack’ feature. This feature can be used once per turn.
Resistance.
You gain damage reduction equal to your half your Endurance to both types of damage, energy and non-energy damage. This ability does not stack with armour.
You gain damage reduction equal to your half your Endurance to both types of damage, energy and non-energy damage. This ability does not stack with armour.
Level 18: Weak Points
You
understand how to inflict better damage on your enemies. Whenever you make an
attack, your critical range increases by 2 points. Therefore, 20 becomes 18 –
20, and 18 – 20 becomes 16 – 20 and so forth.
Level 20: Mastery: Twin Linked Attack
Any
attack made with proficient weapons and correct fighting styles are made with
advantage rolls.
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