You are a classic gun for hire, going between jobs for nothing more then cash or maybe the thrill alone is what drives you. Mercenaries are normally intimidating as they are known to shoot first and not ask questions.
Mercenaries are usually old veterans or discharged officers that for one reason or another can't find normal work for a company.
Mercenaries have a wide variety of gun slinging skills but never able to master a particular one. their experience in the field makes them a valuable source of information.

Hit Points Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies
Armor:
Weapons: Low grade Fire arms, High Grade Fire Arms
Tools:
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting equipment: Will be based on your interrogation results


You adopt a particular style of fighting as your specialty. Choose one of the following options.

Long sight
You gain a +2 bonus to attack rolls you make with ranged weapons that use two hands

Heavy Drinker
You gain +1 AC to any AC Exlixer you drink, including bonus Exlixer.

Veteran
When you are wielding a one handed firearm in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Last chance
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Another Gun
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind
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 fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Trick Shots
You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th level.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

 Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Quickdraw You add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Hemorrhaging Critical Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Trick Shots These trick shots are presented in alphabetical order.

Bullying Shot You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Forceful Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Violent Shot When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.


Ability Score Improvment


Grit
You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a Long rest.
You can spend 1 Grit Point to turn a roll of 10 or Less into a 20 for ability checks.
You can spend 3 Grit Points to turn a roll of 10 or More into a 20 during Combat
A dice changed by this ability dose nor make it a critical.



Vicious Intent
Your firearm attacks score a critical hit on a roll of 18-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.




  • homebrew/class/mercenary.txt
  • Last modified: 4 years ago
  • by 127.0.0.1