Mercenary (MoMT)

> *It doesn’t matter whether we achieve world peace, or watch the whole world burn down. The only thing that’ll never change is money. ~ Someone*
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Mercenaries are freelance fighters who do what they can to fill their pockets with money. Some have little to no qualms about undertaking morally questionable tasks, while some follow by certain codes of honor.

As a Mercenary, you gain the following class features:

Hit Dice: 1d10

Proficiencies: All armor, shields, Simple weapons, Martial weapons

Saving Throws: Strength, Constitution

Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

## Fighting Style

At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once.

### Archery

You gain a +2 bonus to attack rolls you make with bows.

### 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.

### Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

### Two-Weapon Fighting

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

### Gunner

When shooting with a gun, you may add your strength modifier to your damage.

## **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 Sellsword 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.

## **Combat Superiority**

Starting at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

### ***Maneuvers***

You learn three maneuvers of your choice (detailed at the bottom of this page). Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

### ***Superiority Dice***

You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

### ***Saving Throws***

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

## **Student of War**

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

## **Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

## Masterful Negotiator

As a Mercenary, you've learned how to make a good bargain and not get screwed over by the likes of underpaying employers or merchants with overpriced goods. Starting at level 6, you gain advantage on Persuasion and Insight checks.

## **Know Your Enemy**

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Strength, Dexterity and Constitution scores
* Armor Class
* Maximum number of hit points
* Damage Resistances, if any
* Damage Immunities, if any
* Vulnerabilities, if any
* Condition Immunities, if any

## Indomitable

Starting at 9th level, you can reroll a saving throw that you failed. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

## **Improved Combat Superiority**

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

## **Relentless**

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

## Perfect Weapon

You know your weapon as much as you know yourself. Once per long rest, you may activate this ability and gain criticals on your attacks for one turn.