5. JobsMercenary

Job Table

LevelProficiency BonusTechnical PointsTraits
3+24Technical Points, Maneuvers, 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), Adrenaline
12+414Ability Score Increase
13+514Overclass

Proficiencies

  • All melee weapons Choose three Skills 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 (TP) which you may use to power various traits. You begin with 4 Technical Points and your maximum TP increases by 2 each time you gain the Ability Score Increase trait. You regain half of your total Technical Points upon finishing a Short Rest and all of them upon finishing a Long Rest.

Maneuvers. Being an experience fighter, you have developed an arsenal of techniques to use against your enemies and in aid of your allies. Select three Maneuvers from the Mercenary Maneuvers section. You learn one additional maneuver at levels 7 and 11.

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. Additionally, your Grit makes you more difficult to hit, add +2 to your Armor Score for the duration of the effect. The damage and Armor Score increases do 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.

Adrenaline. Beginning at level 11, when you would be reduced to 0 hit points, you may choose to regain half of your maximum Hit Points rounded down. You gain a level of exhaustion at the end of combat. You must not have any levels of exhaustion in order to use this trait again.