Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
homebrew:class:mercenary [2019/12/17 13:04] – created Cinderhomebrew:class:mercenary [2025/11/24 09:32] (current) – removed Cinder
Line 1: Line 1:
-====Mercenary==== 
- 
- 
-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. 
- 
-**Adept Marksman** 
-When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms. 
- 
-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, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. 
- 
-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 short or long rest. 
- 
-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 
-When you reach 7th level, 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. 
- 
-Rapid Repair 
-Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action. 
- 
-Lightning Reload 
-Starting at 15th level, you can reload any firearm as a bonus action. 
- 
-Vicious Intent 
-At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll. 
- 
-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. 
  
  • homebrew/class/mercenary.1576553696.txt.gz
  • Last modified: 6 years ago
  • (external edit)