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homebrew:class:mercenary [2019/12/17 14:08] Cinderhomebrew:class:mercenary [2019/12/17 15:54] (current) – external edit 127.0.0.1
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 ====Mercenary==== ====Mercenary====
  
 +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 Points
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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====
 +----
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