Base Class: Fighter
The Mercenary class is a combination of Fighter and Rogue abilities, focusing on combat expertise, agility, and versatility.
Sucker Punch
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 3d8 damage to one creature you hit with an attack if you have advantage on the attack roll, if another creature is within 5 feet of it, or if it hasn't had a turn yet. The damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Mercenary table. Using this feature requires a firearm. Otherwise, use the Rogue Sneak Attack table.
Unpredictable Assault
- As a bonus action, you can enter an unpredictable assault stance. Until the end of your turn, your attacks have advantage. This feature can be used a number of times equal to your proficiency modifier each long rest.
Mercenary Agility
- You gain the Evasion feature of the rogue class, allowing you to take no damage on a successful Dexterity saving throw, and half damage on a failed save.
Fourth Wall Breaker
Fourth Wall Breaker
- Once per short rest, you can use your action to break the fourth wall, gaining insight into your current situation. This insight grants you advantage on your next attack roll, ability check, or saving throw.
Mercenary's Gamble
You gain proficiency in Wisdom saving throws. Additionally, if you fail a saving throw against an effect that would charm, frighten, or incapacitate you, you can choose to reroll the saving throw with advantage.
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