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homebrew:class:mercenary [2019/12/17 13:27] – Cinder | homebrew:class:mercenary [2019/12/17 14:54] (current) – external edit 127.0.0.1 | ||
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====Level 1 Mercenary==== | ====Level 1 Mercenary==== | ||
+ | ---- | ||
You adopt a particular style of fighting as your specialty. Choose one of the following options. | You adopt a particular style of fighting as your specialty. Choose one of the following options. | ||
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====Level 2 Mercenary==== | ====Level 2 Mercenary==== | ||
+ | ---- | ||
**Action Surge** \\ | **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. \\ | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. \\ | ||
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====Level 3 Mercenary==== | ====Level 3 Mercenary==== | ||
+ | ---- | ||
+ | **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. | ||
- | **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: | 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: | ||
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Quickdraw | 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. | + | 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 | Hemorrhaging Critical | ||
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====Level 4 Mercenary==== | ====Level 4 Mercenary==== | ||
+ | ---- | ||
+ | Ability Score Improvment | ||
====Level 5 Mercenary==== | ====Level 5 Mercenary==== | ||
+ | ---- | ||
+ | **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. | ||
====Level 6 Mercenary==== | ====Level 6 Mercenary==== | ||
+ | ---- | ||
====Level 7 Mercenary==== | ====Level 7 Mercenary==== | ||
+ | ---- | ||
+ | **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. | ||
====Level 8 Mercenary==== | ====Level 8 Mercenary==== | ||
+ | ---- | ||
====Level 9 Mercenary==== | ====Level 9 Mercenary==== | ||
+ | ---- | ||
====Level 10 Mercenary==== | ====Level 10 Mercenary==== | ||
+ | ---- |