Mercenary (5e Class)
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- 1 Mercenary
- 1.1 Creating a Mercenary
- 1.2 Class Features
- 1.2.1 Table: The Mercenary
- 1.2.2 Masterful Negotiator
- 1.2.3 Specialist Gambits
- 1.2.4 Fighting Style
- 1.2.5 Honed Skill
- 1.2.6 Mercenary Archetype
- 1.2.7 Ability Score Improvement
- 1.2.8 Extra Attack
- 1.2.9 Advanced Training
- 1.2.10 Demoralize Opponent
- 1.2.11 Inspecting Battlefield
- 1.2.12 Careful Step
- 1.2.13 Constant Threat
- 1.2.14 Veteran's Resilience
- 1.2.15 Specialized Gear Category
- 1.2.16 Footsoldier
- 1.2.17 Battlefield Legend
- 1.3 Gambits
- 1.4 Mercenary Archetypes
- 1.5 Multiclassing
Mercenaries are professional soldiers, with no ties to a singular nation or king, who fight in wars for gold. Different from fighters, who see the combat as an end in it off itself, for mercenaries the warrior path is only a work line, and the sword is a mere tool used to achieve this goal.
Some mercenaries look for a higher social status, either by being respected by his riches, achievements or even by the chance of earning or buying a nobility title. Other, however, can strive for a more personal purpose, following a personal belief or ideology, only accepting contracts that align with this code of honor and conduct.
Mercenaries usually rely in tactics, careful planning and extensive training to be always in shape for any type of task that their missions may present. Very observant, even during the heat of combat, a mercenary will always keep his mind calm and try to exploit weaknesses of his foes and find advantages on the battlefield to take advantage off.
Creating a Mercenary
When creating a mercenary, ask yourself a few questions: Why did you choose to become a mercenary? You were a soldier who served a king, but deserted and decided to only fight again for yourself? Or maybe you are from a country torn apart by war, and who saw on the battlefield a chance to change your life? Maybe you only want to be an adventurer, and the excitement of battle draw you to become a mercenary.
Another important question to ask is, for what you fight for? Gold and riches are your main drive? Did you want to be respected and achieve nobility? Or maybe, you see in combat a way to enact changes on a broken society. Mercenaries risk their lives constantly on a dangerous path, so think in a motive strong enough to make this risk worth the possible gains.
- Quick Build
You can make a mercenary quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons, or ranged and finesse weapons. Make Intelligence your next highest if you plan to focus your gambits or if you intend to go for the Wandslinger or Commander archetypes. Then, select the soldier background.
As a Mercenary you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Vehicles (land or sea)
Saving Throws: Constitution, Intelligence.
Skills: Choose three from Athletics, Acrobatics, Animal Handling, History, Insight, Investigation, Intimidation, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) two simple weapons or (c) a simple weapon and a shield
- (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
- (a) studded leather armor or (b) scale mail armor
- (a) explorer's pack or (b) adventurer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Features||Gambit Points||Gambit Known|
|1st||+2||Masterful Negotiator, Specialist Gambits||3||1|
|2nd||+2||Fighting Style, Honed Skill||4||1|
|4th||+2||Ability Score Improvement||5||1|
|6th||+3||Advanced Training, Demoralize Opponent||6||2|
|8th||+3||Ability Score Improvement||7||2|
|12th||+4||Ability Score Improvement||9||3|
|14th||+5||Veteran's Resilience, Specialized Gear Category||10||4|
|16th||+5||Ability Score Improvement||11||4|
|19th||+6||Ability Score Improvement||12||5|
Beginning at 1st level, you have advantage on Wisdom and Charisma checks made when trying to convince someone or perceive a lie or ill intention during a negotiation.
At 1st level, you can use certain skills aquired trough your life in traveling the world and fighting for different banners. You gain one gambit of your choice, detailed in the “Specialist Gambits” section at the end of the class description.
You learn one additional gambit of your choice, and you can choose one of the gambit you know and replace it with another gambit, at the levels shown on the Gambits Known column on the Mercenary table.
When you use your Specialist Gambits, you choose which gambit to use. The save DC for your gambits is calculated as follow:
- Gambit Save DC = 8 + your proficiency bonus + your Intelligence modifier.
You can use this feature once, and you gain more uses as shown in the Gambit Points column on the Mercenary table. You regain all expended uses when you finish a long rest.
At 2nd 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, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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 non-rite 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.
Mercenaries live for the combat and war, so they constantly train their combat abilities to gain an edge over their enemies. Starting at 2nd level, you can spend a good portion of a long rest to train with a single weapon, shield or suit of armor, gaining benefits from that training.
Over the course of a long rest, you can spend a number of hit dices equal to half your proficiency bonus (rounded up) to train with a single weapon, suit of armor or shield from the chosen category. When you finish a long rest, you are considered trained with the chosen gear, gaining the benefits of the training. This represents the exhaustion of the training taking the toll on you.
The benefits of the training last until the start of your next long rest.
You can choose to train with one additional piece of gear at 7th (2) and 14th level (3).
You gain the following benefits, depending on your training:
- Gear Category
Starting at 2nd level, you must choose one of the categories of weapon, armor or shield available to you. You can choose a new category when you gain new levels on this class, choosing another at 7th and 14th level.
If you choose a weapon, you must choose between one category of weapons, from the following lists:
Swords. shortsword, longsword, scimitar, greatsword, rapier
Polearms. quarterstaff, spear, glaive, halberd, lance, pike, trident, javelin
Bows. shortbow, longbow, light crossbow, heavy crossbow, hand crossbow
Maces. mace, club, greatclub, morningstar, flail, warhammer, maul, light hammer
Axes. handaxe, greataxe, battleaxe, halberd
Swift. dagger, dart, rapier, whip, shortsword, scimitar
You can train with any weapon that is present on your chosen list. Once in each of your turns when you hit a creature with a weapon you've spent your long rest training, you deal additional damage equal to your proficiency bonus.
If you choose an armor, you must choose either the Light or Medium armor categories. You become able to train with a suit of armor from the chosen category. While wearing an armor you have spent your long rest training, you reduce any damage from weapons you take from bludgeoning, piercing or slashing from non-magical weapons for an amount equal to your proficiency bonus. You can only reduce damage in that manner once in each round.
If you choose a shield, you can train with any shield you can find. While wielding a shield you have spent your long rest training, when you are target from a weapon attack, you can use your reaction to increase your AC by an amount equal to your proficiency bonus for that attack, potentially causing it to miss.
At 3rd level, you can choose one archetype detailed at the end of the class description. The archetype you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, your advanced training give you additional benefits:
Your attacks with the weapon you spend your long rest training for your Honed Skill feature are considered magical for the purposes of overcoming resistances to nonmagical damage.
You don't suffer disadvantage on Dexterity (Stealth) checks when wearing this armor, and sleeping on that armor doesn't impose any harmful effects.
You can now doff the shield as a bonus action on your turn.
At 6th level, when you damage a creature with a Honed Skill weapon, take damage while wearing your Honed Skill armor, or cause an attack to miss wielding a Honed Skill shield, you can choose to demoralize your opponent, without requiring an action, for 1 minute.
You can't demoralize a creature immune to the frightened condition, and any trait that ends the frightened effect also ends the demoralization.
The effects of the demoralization depend on the type of gear who cause it, as shown bellow:
You can take advantage of the sudden fear you inspired on your target to exploit gaps in its defense. All your attack rolls against the demoralized target deal additional damage equal to your Intelligence modifier. This increases to twice your Intelligence modifier at 13th level.
In addition, that creature can't take reactions against you.
The creature weaken its attacks, striking with doubt and without care. Attacks from that creature are reduced by an amount equal to your Intelligence modifier. This increases to twice your Intelligence modifier at 13th level.
In addition, as a bonus action you can Dodge the attacks from that creature, imposing Disadvantage on all attack rolls against you.
The attacks become hesitant and easy to block. Your AC increases by an amount equal to your Intelligence modifier against all attacks made by that creature. This increases to twice your Intelligence modifier at 13th level.
In addition, you can use your shield to try to shove that creature in each of your turns as a bonus action.
Once you use this feature, you can’t use it again until you finish a short or long rest.
When you reach 9th level, when you roll initiative or as an action on your turn, you can learn certain information about one creature you can see within 60 feet. You can discover one of the following informations:
- Strength, Dexterity and Constitution score
- Armor Class
- Maximum number of hit points
- Damage Resistances, if any
- Damage Immunities, if any
- Vulnerabilities, if any
- Condition Immunities, if any
You can use this feature a number of times equal to your Intelligence modifier. You can't use it again until you finish a long rest.
When you are out of uses of this feature, you still can try to glean one of these informations, by spending 1 minute analyzing the creature.
When you reach the 10th level, you move with caution and awareness trough any environment. Once in each of your turns, you can choose to disengage without taking an action, at a cost of half your movement speed.
In addition, you can add your Intelligence modifier as a bonus to your Dexterity saving throws and skill checks with skills you are proficient with.
Starting at 13th level, whenever you use your Demoralize Opponent feature, the target have disadvantage on any Charisma (Intimidation) checks made against you. In addition, the target will move with caution while near of you, making the area in a 10 feet radius around you difficult terrain to it.
When you reach 14th level, you gain proficiency in one saving throw you don't already have.
Specialized Gear Category
Starting at 14th level, you can choose to specialize in one of your gear groups, causing it to become a specialized gear category.
If it is a weapon you ignore resistance to damage when attacking with a prepared weapon from the chosen category.
If it is an armor, you can now reduce both magical and non-magical damage.
If it is a shield, you retain the bonus to your AC for all attacks made by the creature you first blocked the attack until the start of your next turn.
Starting at 17th level, your movement speed increases in 5 feet. In addition, your movement ignore difficult terrain.
At 20th level, you have achieved a mythical status between warriors from all places. Whenever you roll initiative and have no Gambits left, you regain one Gambit.
The gambits are presented in alphabetical order.
- Analytical Strike
As a bonus action, choose one creature you can see within your range. Until the end of your turn, whenever you hit that target, your attack is a critical hit.
You can't have disadvantage on the attack to benefit from this gambit.
- Bullying Strike
As a bonus action when you hit a creature with a weapon attack, you can bully that creature, instilling fear in its heart. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks against that creature.
- Crippling Strike
When you hit a creature with an attack, you can use your bonus action to cripple the target. When you do so, you force that target to make a Strength saving throw. On a failed save, that target is can't move or use its reactions until the end of your next turn.
- Dizzying Strike
When you hit a creature with a weapon attack, you can use your bonus action to knock his head, causing the creature to become dizzy and unfocused. Until the end of your next turn, that creature has disadvantage on Constitution and Wisdom checks and concentration checks.
In addition, roll a d4 and subtract it from the result of any spell attack, spell save DC or Intelligence check that creature make while the effect is active.
- Low Blow
When you hit a creature with a weapon attack, you can use a bonus action to deliver a blow against a weak spot, imposing Disadvantage on Strength, Dexterity and Constitution checks that creature make until the end of your next turn.
When a creature you can see makes an attack roll against you or against a creature within 5 feet, you can use your reaction to subtract the number rolled on the creature’s attack roll by an amount equal to your Intelligence modifier, potentially causing the attack to hit. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds.
- Revenge Blow
When a creature you can see is reduced to 0 hit points while you are within range of the aggressor, you can make a single weapon attack against that creature.
- Warding Maneuver
You can protect one creature within from harm. As a reaction when a creature within 5 feet of you take damage, you can halve any damage taken by that creature until the end of your next turn.
Specialists are the cornerstone of any mercenary band, professional soldiers dedicated to follow the contract until its completion. These warriors train diligently with their favored weapons and armor, discovering new tactics to defeat their opponents on the battlefield. They favor tactical combat over brute force, and always try to rely on cunning and preparation to win battles.
- Specialist Training
When you join this order at 3rd level, you become a specialist in the use of weapons and armor. You can choose one additional gear group to choose for your Honed Skill feature. This gear becomes your specialist gear, and grants you the following benefits when you train with it with your Honed Skill feature:
- Armor. You gain resistance to fall damage while wearing this armor, and you gain immunity against environmental effects (like Extreme Cold or Heat).
- Shield. You gain advantage on any Strength checks against effects that would move you against your will. Also, you can don the shield as a bonus action.
- Weapon. Choose one creature type (If humanoid, choose two groups of humanoid). Whenever you hit that creature with this honed skill weapon, you add your Intelligence modifier to the damage roll. In addition, enemies can't have advantage on attacks against you if you are unable to see them.
- Resourceful Warrior
Beginning at 3rd level, you learn to have always an extra card under your sleeve. You gain an additional use of your Specialist Gambit feature.
- Battlefield Control
At 7th level, at the start of your turn, you can choose to transverse the battlefield without complications. You gain the benefits of the Dash and Disengage action without requiring an action on your turn.
Once you use this feature, you can't do it again until you finish a short or a long rest. You gain one additional use at 15th level.
- Exploiting Weaknesses
When you reach the 11th level, you become a master in creating advantages for you in the battlefield. You can use your Demoralize Opponent feature a number of times equal to your proficiency bonus. You can't use this feature again if it is already active.
In addition, whenever you use your Demoralize Opponent, your force it to make mistakes and to expose its weaknesses. You gain the following benefits, depending on the chosen gear:
Weapon. Whenever you damage a demoralized target with your Honed Skill weapon, you add your proficiency bonus twice, instead of once, to the damage roll. In addition, the creature can’t disengage from you.
Armor. Whenever you would reduce the damage of an attack from a demoralized opponent with your Honed Skill feature, you reduce twice your proficiency bonus, instead of once. In addition, the creature can't grapple you.
Shield. Whenever you would use your reaction to try to avoid an attack from a demoralized opponent with your Honed Skill shield, you add twice your proficiency bonus, instead of once. In addition, the creature can't shove you.
- Nerves of Steel
At 15th level, you have seen enough battles to numb your feelings while in combat, and help your allies to do the same. You can spend one use of your Gambit to, as a bonus action, to end an effect that would cause you to be charmed, frightened or stunned.
You can use this feature also, as a reaction, to give advantage on a saving throw from an allied creature that can see you within 30 feet against those same effects.
- Last Effort
Upon reaching 18th level, you can use your honed technique to perform a incredible feat of strength. You can use one of the following abilities, depending on the type of training you did with your Honed Skill:
- Weapon. When you fail an attack roll, you can choose to hit instead, dealing additional damage to that creature equal to the amount of hit die you spent honing the skill with this weapon + your Constitution modifier for each die, and your weapon loose all benefits of the honed skill.
- Armor. When you are reduced to 0 hit points while you have but don’t die outright, you lose the benefits of your Honed Skill on this armor and drop to 1 hit point instead.
- Shield. When you fail a Strength or Dexterity saving throw while wielding this shield, you loose the benefits of this shield and you succeed instead. If the saving throw would cause half damage for succeeding the save, you take no damage instead.
Towering warriors who hack enemies with their big weapons, without any concern for their own safety. With their minds overtaken by a constant anger, they rely on brutality and violence instead of wits and quick-thinking to overpower their opponents. Although they are skillful warriors in their own right and do use fighting techniques, instead of solely relying on instincts, like barbarians, these instincts still are what matters the most when the fury takes them like a storm on the sea, turning even the most cautious warrior into a deranged beast.
- Restriction (Strength 15 or higher)
Only the strong can become a savage mercenary. Savages are often brutish and muscular fighters, and dominate combats with their physical prowess.
Your DM can lift this restriction to better suit the campaign. This restriction is associated to the traditional image of the barbarian and it is heavily inspired in the character Gutts from Berserk, and may not be suited to your campaign.
- Intimidating Built
Starting when you choose this archetype at 3rd level, your size alone can make your opponents reconsider fighting you. You can add your Strength, instead of your Charisma, on all your Charisma (Intimidation) checks. If for some reason the check was already applying the Strength score, you also have advantage on the check.
- Battle Frenzy
When you choose this path at 3rd level, you learn how to let your instincts guide you in battle, raging trough the battlefield. As a bonus action, you enter in a battle frenzy. This frenzy lasts for 10 minutes or until you are unconscious or decide to end it earlier as a bonus action. While you are in frenzy, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- Once in each of your turns, when you hit a creature with a Honed Skill melee weapon, you add 1d4 to the damage roll for that attack. This additional damage becomes 1d8 at 11th level and 1d12 at 18th level.
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- Whenever you hit a creature with a two-handed weapon, if you roll a 1 or a 2 on the damage roll, you can reroll the result. You must accept the new result. If you already have the great weapon fighting style, you treat a roll of 2 or lower on the damage roll as a 3.
You can't cast spells nor concentrate on them, nor use your gambits while in this frenzy. You can use this feature twice, and regain the ability to do so when you finish a short or long rest.
- Titanic Might
Starting at 7th level, you are considered one size larger for the purposes of carrying, lifting or pushing objects and grappling and shoving creatures.
In addition, you gain proficiency in Strength saving throws.
- Controlled Rage
Starting at 11th level, you can channel your fury and gain a certain amount of domain over it. Whenever you end your frenzy, you can retain half the amount of unspent minutes for later use.
For example, if you use five of the ten minutes for your frenzy, you can retain 2 minutes for later use. You can use this controlled rage for 1 hour. After this period, your feeling of anger vanishes, and you need to spend another use of your Battle Frenzy feature.
In addition, if you are reduced to 0 hit points while you are in frenzy, you are reduced to 1 hit point instead. Each time you use this feature after the first on the same frenzy, you need to spend 1 hit die to use it again. The controlled rage frenzy is considered only one frenzy, regardless of how many times you use it, for the purposes of this ability.
- Dreadful Rage
At 15th level, your rage awaken a sense of mortality on your enemies. Whenever you use your Demoralize Opponent while in frenzy, you generate additional effects, depending on the gear:
You have advantage melee attack rolls using Strength against the target.
The opponent is frightened by you for the duration.
Attacks made against you are made at disadvantage.
- Eternal Rage
At 18th level, you have become one with your rage. whenever you use your controlled frenzy to stop your frenzy, you can keep the full amount of time left, instead of only half of it. In addition, you whenever you are without any uses of your Frenzy left, you gain an additional one when you roll initiative.
In addition, you can spend one use of your Gambit to make a powerful attack with any weapon you are wielding in two hands. You have advantage on that attack and, on a hit, you deal twice the damage for that attack. If you surpass the AC of the target for 5 or more, the target is also frightened by you until the end of your next turn.
When you reach 3rd level, you can use spells as your weapon of choice in combat. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Sorcerer spell list.
- Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
- Spell Slots. The Magus table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
- Spells Known of 1st Level and Higher. You know three 1st-level spells of your choice from the sorcerer spell list.
- The Spells Known column of the Magus table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
- Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability. Intelligence is your spellcasting ability for your sorcerer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
- You can use an Arcane Focus to cast your Magus spells.
- Arcane Fighting Style
When you choose the 3rd level, you can replace one of your fighting styles for a Arcane Fighting Style from the following:
- Blaster. The spell save DC for your Wandslinger cantrips increase in 1.
- Sniper. When you make a ranged spell attack, you gain +1 to the attack roll.
- Striker. When you make a melee spell attack, you can add +2 to the damage of that spell. If the spell targets more than one creature, only the first one take the additional damage.
- Honed Focus
Starting at 3rd level, you can use your Honed Skill to train in using your arcane focus, which grants you the following benefits, depending on the specialization of your focus. You can choose only one of the following specializations:
- Sniper Focus. Whenever you cast a spell from your honed focus that deals damage, you can add your proficiency bonus to the damage roll. If the spell targets multiple opponents, choose only one to suffer the additional damage.
In addition, at 5th level, you can add your Intelligence modifier to the damage of your spells when using your sniper focus. This damage only applies to the first of multiple targets.
- Arcane Ward
Starting at 3rd level, you learn how to use the remaining energy on your spell to create a protective shield around you. Whenever you spend a spell slot to cast a spell, you gain a number of temporary hit points equal to your level + your Intelligence modifier + the spell slot level.
- War Magic
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.
- Imbue Magic
Starting at 7th level, you learn how to imbue a weapon or armor you wield with magic. As an action, choose one gear you have trained with your Honed Skill feature. That item gain a +1 bonus to attack and damage rolls (if it is a weapon or arcane focus) or +1 to your AC (if it is a armor or a shield) for 1 hour. Also, the item is considered magical.
Starting at 15th level, the magical bonus increase to +2.
- Spell Penetration
Upon reaching 11th level, you can pierce trough the defenses of the target of your Demoralize Opponent feature. You have advantage on all spell attacks you make against that target for the duration.
- Improved Imbue Magic
At 15th level, when you imbue an item with magic, it now burst with magical energy. Choose one of the following damage types: acid, cold, fire, lighting or thunder. The item either deal additional 1d4 damage to the target on a hit from the chosen type, or negates 1d4 of damage for the chosen type (in the case of a shield or armor).
In addition, you can imbue a magical item as a bonus action on your turn.
- Spell Absorption
Starting at 18th level, whenever you successfully resist a spell cast against you, you can spend one use your Gambit to absorb the power of that spell. You deal additional 1d10 force damage with your attacks or cantrips until the end of your next turn.
In addition, whenever you successfully use a Counterspell, you can use this feature as part of the same reaction.
Commanders are mercenaries who specialize in leading groups of soldiers in missions. Instead of relying on charisma and on a magnetic personality, the observe and analyze people to know how to interact with them and the best approach in commanding them.
This analytical of commanders also makes them rely on the quickness of their mind to own their opponents in battle, relying heavily in tactics and in exploiting weaknesses of their opponents.
- Socially Observant
Starting at 3rd level, you use your intellect to gaze other creature's wants and needs and to try to manipulate them, or earn their trust. You can use your Intelligence modifier, instead of your Charisma, for your Charisma chekcs.
- Analytical Combatant
Starting at 3rd level, you can discover your enemies tactics on the battlefield and adapt to them. You can take the Search action as a bonus action on your turn. You can use your Search action to anticipate your enemies movements. Choose a creature within 30 feet that you can see and make a Intelligence (Investigation) check against a DC equal 8 + the proficiency bonus of the creature you are analyzing + its Wisdom modifier. On a success, you can either grant Disadvantage on the attack rolls that creature makes against you, or grant one creature within range and able to see you advantage on attacks against the target.
In addition, you can choose to use your Intelligence, instead of your Strength or Dexterity, for any attacks and damage rolls with weapons that lack the heavy or two handed property, against the analyzed creature.
This lasts until the end of your next turn.
- Tactical Fighter
Starting at 7th level, you gain the ability to use your intellect to protect yourself and direct your allies. You gain the following abilities:
- Mindful Parriying. Whenever you aren't wearing heavy armor or a shield, and wielding a Honed Skill weapon, you can add your Intelligence modifier to your AC.
- Directing Allies When you take the Attack action on your turn, you can choose a friendly creature you can see within 30 feet of you. That creature must be able to see and hear you. You can forgo one of your attacks to allow that creature to attack instead.
- Social Awareness
Also at 7th level, you can add half your proficiency bonus to all Charisma and Wisdom checks that don't already add your proficiency bonus.
In addition, whenever you fail a Wisdom or Charisma check, you can spend one use of your Gambit to re roll that check.
- Lead Offensive
Starting at 11th level, whenever you use your Demoralize your opponent feature, you automatically apply the effects of your Analytical Combatant feature, without need to make a check.
In addition, all attacks you make or direct trough your Directing Allies against the demoralized opponent deal additional damage equal to your Intelligence modifier.
- Lead the Charge
Starting at 15th level, you can spend one use of your Gambit to lead a charge with your allies. As a bonus action, you give to all friendly creatures within 30 feet a bonus equal to your Intelligence modifier to their attack rolls, ability checks and saving throws until the end of your next turn.
In addition, all creatures affected can take the Dash action as a bonus action on their turn until the effect ends.
- Training Camp
Prerequisites. To qualify for multiclassing into the Mercenary class, you must meet these prerequisites: Strength or Dexterity 13, Intelligence 13.
Proficiencies. When you multiclass into the Mercenary class, you gain two of the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list, vehicles (land or sea).