Base Class: Fighter
Mercenaries are skilled and adaptable, often having to come up with ways to work around obstacles that suddenly present themselves. They are as quick on their feet as they are on the uptake. Most mercenaries are thorough students of martial arts, implementing them into their own unique style. They often seek proficiency in multiple weapons and frequently carry several smaller ranged weapons along with their melee arsenal. Due to their dealings with many different people, mercenaries often speak more than one language and they generally enjoy a level of higher living.
In practice, a mercenaries job is plain and simple, kill without being noticed. In practice, however, it takes a perfected sense of mortality to efficiently and silently slay someone. Most mercenaries equip themselves with small blades, daggers, throwing knives and such. Other favourite armaments include mini crossbows and short swords. Due to the nature of their chosen path of life, mercenaries tend to have a vast number of connections and a limited number of friends. The call to become a mercenary is a costly one, with many of them having to forsake their family and former lives in order to pursue their career.
Martial Intuition
Your pursuit of perfecting every fighting style has allowed you to feign proficiency in any fighting style for a short period of time. You may use Martial Intuition as a bonus action to temporarily gain proficiency in any fighting style they are not already proficient in for a limited time. While using Martial Intuition, add 1 d2 to your attack roll for any attacks made. Martial Intuition can be used with any weapon you either acquired or were given (including any ranged weapons). Once it has been used, you must take a short rest before you can use this feature again.
You may pick up a weapon you are not proficient in as your action and for your bonus action in the same round, you may apply Martial Intuition to any attacks made.
At 3rd level, Martial Intuition lasts only one round and cannot be used again until you have taken a short rest.
When you reach 7th level, Martial Intuition lasts for two rounds and can be used during your action and bonus action (you must take a short rest before using again).
When you reach 11th level, Martial Intuition lasts for three rounds and can be used during your action and bonus action (you must complete a short rest before using again).
When you reach 15th level, you gain an additional 1 d6 of damage to any attack made while using Martial Intuition.
When you reach 18th level, Martial Intuition lasts for the entire combat encounter and can be used during your action and bonus action. (you must take a short rest before using again).
Note: Martial Intuition does not apply to spells or cantrips
Rush Attack
A player may use Rush Attack in a combat encounter. This counts as part of their bonus action and part of their movement action for their turn. If a player decides to use Rush Attack, they make a movement in any direction and roll as one would roll for damage. Both movement speed and damage dealt in a Rush Attack are halved. For example, if a player's speed was 25 and they rolled a 13, they could perform a Rush Attack on any enemy with an armor class of 13 or less if the enemy is also 10 feet or fewer away from them (If neither applies, Rush Attack does nothing, it simply acts as a movement). For the remainder of their turn, the player may still use their movement and/or bonus action separately. In this case, both movement speed and damage dealt during bonus action are halved. For example, if a player with a speed of 25 decides to use Rush Attack, for their movement they only may move 10 feet for their movement. If the same player rolls 3 d4 for damage and gets 9 during their bonus action, they would deal 4 points of damage (round down). Rush Attack may only be used once per turn.
At 7th level, you gain the Rush Attack ability and can be used as half of your bonus action and half of your movement action
At 11th level, damage dealt during the rest of your bonus action is restored to full damage
At 15th level, any movement made apart from Rush Attack is restored to full speed
At 18th level, any damage dealt during Rush Attack is restored to full damage
note: Rush Attack may only be used before the players bonus action and movement but does not count as the player's action, it is an additional action a player may choose to use.
Resourceful Assassin
Your years of experience in resourcefulness and making do with what you have has honed your ability to reduce wastefulness. With the proper tools, you can stretch one square meter of leather into two. At 4th level, when crafting any light weapons or light armor, you require only half the materials to craft these items.
Dual Wield
Your combat experience as a mercenary has enhanced your skills with different weapon types. You may use Dual Wield to use two different weapons either ranged or melee at once. Similarly as with two weapon fighting, you may enter combat with two different weapon types (light ranged or light melee) you are proficient in. For each weapon you gain the applicable proficiency bonus for each attack you make with them. When Dual Wielding, you must make one attack roll for each weapon you wield.
Sneak Attack
Beginning at 18th level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
At 20th level, you can deal an extra 2d6 to one creature you hit with an attack roll
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