Mercenary
About this class
Mercenaries do many jobs and they’re paid to do them better than anyone else. They get results, for a fee. Mercenaries fight for gold, often while still following a personal code. Mercenaries can be all business when they are highly motivated to achieve their objectives. But they also know the benefits of becoming well renowned and well respected in their field. Employers pay even better when they like you, after all. Gaining a familiarity with powerful individuals or organizations can be an asset, especially if they need to be reigned in. A mercenary’s services can be expensive, but if you cross one you might end up paying a much steeper price.
Included subclasses
Domains
Valor
Starting stats
Hope feature
Class features
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Familiarity
Each time you complete a job, mission, or task for which you are paid for your services, you gain a Familiarity with the employer (the non-player individual or faction that hired you). You may have up to 6 Familiarity with each employer.
When you gain Familiarity with an employer, you gain a Hope. You get a +1 bonus per Familiarity to all action and reaction rolls related to interacting with an employer. When you reach 6 Familiarity with an employer, you are entitled to unique rewards associated with that employer.
When you deal damage to an employer, you lose 1 Familiarity with them.
Class items
- A personal code written on old parchment
- A favorite mug
Character questions
Background prompts
- What was your first job, and how did it go wrong?
- Who have you sworn you would never take a contract from again?
- What separated you from one of your former partners?
Connection prompts
- I used you as a source of information for one of my jobs. What did you tell me that was useful?
- What did you hire me to do in the past?
- When we worked for the same shady organization, how did we both come to realize it was time to move on?
Subclass cards
Printable via header menu
Bounty Hunter
Foundation
Dead or Alive: You are aware when a non-Minion adversary within Close range of you has exactly one Hit Point unmarked. Your attack rolls against these targets have advantage and can do lethal or non-lethal damage.
Not Going Anywhere: When you would force a target within Melee range to mark Hit Points from an attack, you may reduce the number of Hit Points they mark by 1 to make them temporarily Restrained.
Bounty Hunter
Specialization
Skilled Professional: You gain an Experience called Bring 'em In +3. Once per long rest, you may use this Experience without spending a Hope.
Wear Them Down: When you cause a target within Far range to gain the Restrained condition, you force them to mark a Stress.
Bounty Hunter
Mastery
Incapacitation Contraption: Mark 2 Stress to make a target within Far range temporarily Restrained.
Bodyguard
Foundation
High Alert: You are more likely to perceive danger. You have advantage on rolls to anticipate or detect hidden dangers and unsafe environments.
Got Your Back: Mark a Stress to choose an ally within Melee range to Cover them until the end of the scene. While Covered, an ally cannot be attacked while within Melee range of you. You can only Cover one ally at a time.
Bodyguard
Specialization
Quick Brace: The first time each scene you would take damage, you take no damage instead.
Provide Reprieve: While an ally is Covered by you, they gain a +1 bonus to attack rolls and Spellcast Rolls.
Bodyguard
Mastery
Best in the Business: You may Cover up to two allies at the same time.
Get Down: While an ally is Covered by you, they gain advantage on Reaction Rolls.
Mercenary
Mercenaries do many jobs and they’re paid to do them better than anyone else. They get results, for a fee. Mercenaries fight for gold, often while still following a personal code. Mercenaries can be all business when they are highly motivated to achieve their objectives. But they also know the benefits of becoming well renowned and well respected in their field. Employers pay even better when they like you, after all. Gaining a familiarity with powerful individuals or organizations can be an asset, especially if they need to be reigned in. A mercenary’s services can be expensive, but if you cross one you might end up paying a much steeper price.
Domains
Valor + Wealth
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A personal code written on old parchment
- • A favorite mug
Mercenary’s Hope Feature
Rugged : Spend 3 Hope to avoid gaining a condition.
Class Features
Familiarity
Each time you complete a job, mission, or task for which you are paid for your services, you gain a Familiarity with the employer (the non-player individual or faction that hired you). You may have up to 6 Familiarity with each employer. When you gain Familiarity with an employer, you gain a Hope. You get a +1 bonus per Familiarity to all action and reaction rolls related to interacting with an employer. When you reach 6 Familiarity with an employer, you are entitled to unique rewards associated with that employer. When you deal damage to an employer, you lose 1 Familiarity with them.
Mercenary Subclasses
Choose either the Bounty Hunter or Bodyguard subclass.
Bounty Hunter
Art by Randy Vargas
Foundation Features
Dead or Alive: You are aware when a non-Minion adversary within Close range of you has exactly one Hit Point unmarked. Your attack rolls against these targets have advantage and can do lethal or non-lethal damage.
Not Going Anywhere: When you would force a target within Melee range to mark Hit Points from an attack, you may reduce the number of Hit Points they mark by 1 to make them temporarily Restrained.
Specialization Feature
Skilled Professional: You gain an Experience called Bring 'em In +3. Once per long rest, you may use this Experience without spending a Hope.
Wear Them Down: When you cause a target within Far range to gain the Restrained condition, you force them to mark a Stress.
Mastery Feature
Incapacitation Contraption: Mark 2 Stress to make a target within Far range temporarily Restrained.
Bodyguard
Art by Izzy
Foundation Features
High Alert: You are more likely to perceive danger. You have advantage on rolls to anticipate or detect hidden dangers and unsafe environments.
Got Your Back: Mark a Stress to choose an ally within Melee range to Cover them until the end of the scene. While Covered, an ally cannot be attacked while within Melee range of you. You can only Cover one ally at a time.
Specialization Feature
Quick Brace: The first time each scene you would take damage, you take no damage instead.
Provide Reprieve: While an ally is Covered by you, they gain a +1 bonus to attack rolls and Spellcast Rolls.
Mastery Feature
Best in the Business: You may Cover up to two allies at the same time.
Get Down: While an ally is Covered by you, they gain advantage on Reaction Rolls.
Background Questions
Answer any of the following, or create your own.
- • What was your first job, and how did it go wrong?
- • Who have you sworn you would never take a contract from again?
- • What separated you from one of your former partners?
Connections
Ask one of the following, or improvise.
- • I used you as a source of information for one of my jobs. What did you tell me that was useful?
- • What did you hire me to do in the past?
- • When we worked for the same shady organization, how did we both come to realize it was time to move on?
Discussion
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