5. JobsMercenary

Job Table

LevelProficiency BonusTechnical PointsTraits
3+24Technical Points, Passing Step, False Edge, Grit
4+26Ability Score Increase
5+36Additional Attack (2)
6+38Ability Score Increase
7+38Exceptional Stamina
8+310Ability Score Increase
9+410Greatly Improved Critical
10+412Ability Score Increase
11+412Additional Attack (3), Indomitable
12+414Ability Score Increase
13+514Overclass
14+516-
15+516
16+518
17+618
18+618
19+620
20+620

Specialties

  • All melee weapons

Skill Proficiencies

Choose three from:

  • Acrobatics, Athletics, Diplomacy, Geography, History, Insight, Intimidation, Medicine, Nature, Perception

Job Traits

Technical Points. Upon taking on the mantel of the Mercenary, you gain access to Technical Points which you may use to power various traits. You begin with 4 Technical Points and gain 2 additional TP each time you gain the Ability Score Increase trait. You regain half of your total TP upon finishing a Short Rest and all of them upon finishing a Long Rest.

Passing Step. When you are targeted with a Melee Attack, as a Reaction, you may choose to expend two TP and impose Disadvantage on the attack. If the attack misses, you may strike back with a Melee Attack of your own.

False Edge. When you miss a Melee Attack, once per turn, you may choose to expend 1 TP and change the direction of your stroke to make a second attempt.

Grit. When a creature who is friendly to you becomes incapacitated by another creature, for the next 5 turns, when rolling for damage, double your Strength Bonus and add your Proficiency Bonus. This damage increase does not stack but if a different friendly creature is incapacitated before the end of your 5th Grit turn, the duration is reset.

Ability Score Increase. At level 4, and again at levels 6, 8, 10, and 12, you may increase one Ability Score by 2, or two Ability Scores by 1. Alternatively, you may choose to take a Cross-class Trait or Optional Trait instead of increasing your Ability Scores. You may not take more than one Cross-class Trait in this way.

Additional Attack. Beginning at level 5, when you perform the Attack Action, you may execute two Attacks. At level 11, this becomes three Attacks.

Exceptional Stamina. Beginning at level 7, you may expend one TP to perform actions attached to non-mundane weapons after you have already performed them for free.

Greatly Improved Critical. Beginning at level 9, you land a critical hit when you roll a flat 18, 19, or 20.

Indomitable. Beginning at level 11, when you would be reduced to 0 hit points, roll a d20. On an 11 or higher, you regain a quarter of your maximum hit points rounded up.