Mercenary
Designed by
About this class
Mercenaries are people who hunt bounties, or perform other odd jobs for money. They are skilled professionals, able to take on the toughest of criminals, the savviest of schemers, and the most hidden figures with ease. They train the mind, body, and soul to take on figures who would have the advantage against the common folk. While they might seem like they only care about money, they are people too. And so long as you don’t get in their way, they are reliable partners.
Domains
Bone
Midnight
Starting stats
Hope feature
Class features
-
Make or Break
Whenever you fail with Hope, you may mark a Stress to gain Advantage on your next roll.
-
Burst
When you make a successful attack, you may spend a Hope to raise the damage up one level up to d20 (d4->d6, d6->d8, d8->d10, d10->d12, d12->d20).
Class items
- A wanted poster.
- A clue left behind by someone you care about.
Character questions
Background prompts
- Why do you seek the money taking on bounties?
- If it can be helped, do you prefer taking in targets alive?
- One of your bounties previously escaped your grasp. Who were they, and how do you plan to get them next time?
Connection prompts
- You hired me to take someone in. Who is it, and why do you want them hunted?
- I tend to be a lone wolf. What do you give me that helps break the ice?
- If I were hired to take you in, what would you do to convince me not to?
Subclass cards
Printable via header menu
Tough Customer
Foundation
SPELLCAST TRAIT: Strength
Sonic Impact: Whenever you make a successful attack roll, you may mark a Stress to add 1d8 magic damage to the roll.
Ain't Nuthin': Whenever you use an Armor Slot to reduce damage from Minor to None, you gain advantage on your next roll.
Tough Customer
Specialization
Sonic Disruption: The dice for your Sonic Impact increase to 2d8.
Hyper Vengeance: Permanently increase your Damage Thresholds by +2. Whenever you take Severe Damage, you may add 2d12 to your next damage roll.
Tough Customer
Mastery
Sonic Force: The dice for your Sonic Impact increase to 3d8.
Clean Hitter: Whenever you use your Burst ability, you may spend an additional Hope to increase the damage die a second level.
Cool Hand
Foundation
SPELLCAST TRAIT: Agility
Stay on Target: Whenever you activate your Burst ability, you may spend another Hope. Until you target another creature, all damage rolls you make against that creature benefit from your Burst ability.
Bullet Time: Spend a Hope to add your Agility modifier to reaction rolls.
Cool Hand
Specialization
Reversal: When you get hit by the target of your Stay on Target ability, you gain advantage on your next attack roll against them. When you get hit by a creature who isn’t affected by your Stay on Target feature, you may mark a Stress to activate your Stay on Target ability against them.
Act of Desperation: Whenever you roll with Fear, you may mark a Stress to turn your Hope Die into a d20 for your next roll.
Cool Hand
Mastery
Bullseye: Whenever you use your Adrenaline Rush against a target under your Stay on Target ability, you may add another level of Proficiency.
Deathproof: Whenever you have 3 or fewer unmarked Hit Points, you may add your Agility Modifier to your Evasion.
Shade Stepper
Foundation
SPELLCAST TRAIT: Finesse
Blink: You may mark a Stress to activate one of the following abilities:
- Move into Far range.
- Add 1d4 to your Evasion against an attack.
- Gain +2 to attack, and damage rolls.
Shade Stepper
Specialization
Shadow Sniper: Whenever you cause a target to mark Severe Damage, you Clear a Stress.
Shadow Punisher: When you mark an Armor Slot, spend a Hope to force the attacking creature to make a reaction roll (15). On a failure, the creature becomes temporarily vulnerable.
Shade Stepper
Mastery
Improved Blink: Your Blink abilities get upgraded:
- Move into Very Far range.
- Add 1d6 to Your Evasion against an attack.
- Gain +4 to attack, and damage rolls.
Mercenary
Mercenaries are people who hunt bounties, or perform other odd jobs for money. They are skilled professionals, able to take on the toughest of criminals, the savviest of schemers, and the most hidden figures with ease. They train the mind, body, and soul to take on figures who would have the advantage against the common folk. While they might seem like they only care about money, they are people too. And so long as you don’t get in their way, they are reliable partners.
Domains
Bone + Midnight
Starting Evasion
12
Starting Hit Points
6
Class Items
- • A wanted poster.
- • A clue left behind by someone you care about.
Mercenary’s Hope Feature
Adrenaline Rush : Spend 3 Hope on a successful attack to add +1 level of Proficiency.
Class Features
Make or Break
Whenever you fail with Hope, you may mark a Stress to gain Advantage on your next roll.
Burst
When you make a successful attack, you may spend a Hope to raise the damage up one level up to d20 (d4->d6, d6->d8, d8->d10, d10->d12, d12->d20).
Mercenary Subclasses
Choose either the Tough Customer or Cool Hand subclass.
Tough Customer
Play as the Tough Customer to take hits better, and deal additional damage.
Spellcast Trait
Strength
Foundation Features
Sonic Impact: Whenever you make a successful attack roll, you may mark a Stress to add 1d8 magic damage to the roll.
Ain't Nuthin': Whenever you use an Armor Slot to reduce damage from Minor to None, you gain advantage on your next roll.
Specialization Feature
Sonic Disruption: The dice for your Sonic Impact increase to 2d8.
Hyper Vengeance: Permanently increase your Damage Thresholds by +2. Whenever you take Severe Damage, you may add 2d12 to your next damage roll.
Mastery Feature
Sonic Force: The dice for your Sonic Impact increase to 3d8.
Clean Hitter: Whenever you use your Burst ability, you may spend an additional Hope to increase the damage die a second level.
Cool Hand
Play as the Cool Hand for Single-Target assaults, and increased longevity.
Spellcast Trait
Agility
Foundation Features
Stay on Target: Whenever you activate your Burst ability, you may spend another Hope. Until you target another creature, all damage rolls you make against that creature benefit from your Burst ability.
Bullet Time: Spend a Hope to add your Agility modifier to reaction rolls.
Specialization Feature
Reversal: When you get hit by the target of your Stay on Target ability, you gain advantage on your next attack roll against them. When you get hit by a creature who isn’t affected by your Stay on Target feature, you may mark a Stress to activate your Stay on Target ability against them.
Act of Desperation: Whenever you roll with Fear, you may mark a Stress to turn your Hope Die into a d20 for your next roll.
Mastery Feature
Bullseye: Whenever you use your Adrenaline Rush against a target under your Stay on Target ability, you may add another level of Proficiency.
Deathproof: Whenever you have 3 or fewer unmarked Hit Points, you may add your Agility Modifier to your Evasion.
Background Questions
Answer any of the following, or create your own.
- • Why do you seek the money taking on bounties?
- • If it can be helped, do you prefer taking in targets alive?
- • One of your bounties previously escaped your grasp. Who were they, and how do you plan to get them next time?
Connections
Ask one of the following, or improvise.
- • You hired me to take someone in. Who is it, and why do you want them hunted?
- • I tend to be a lone wolf. What do you give me that helps break the ice?
- • If I were hired to take you in, what would you do to convince me not to?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.