Fighter
Base Class: Fighter

Bloodcoin Blade

Some fight for honor, others for coin. The Bloodcoin Blade walks a narrower path: survival, profit, and tactical mastery on the battlefield. These fighters are professional mercenaries, hardened by years of combat and bound only by contracts they willingly accept. They measure every target before they strike and know how to protect their allies while punishing their enemies.

A Bloodcoin Blade does not rely solely on raw strength. They read the battlefield, anticipate threats, and exploit weaknesses. Every swing of their weapon is calculated, every maneuver intentional, and every ally they defend increases the efficiency of their deadly strikes.

Subclass Features

3rd Level – Mercenary’s Mark & Contract Options
Bloodcoin Blades mark their enemies with deadly precision. As a bonus action, you can choose a creature within 30 feet to study, granting advantage on your first attack roll against it until the end of your next turn. You also gain proficiency in Persuasion and Survival, or expertise if you are already proficient.

Additionally, you gain access to a set of Contract Options, reflecting your tactical training and mercenary mindset. At the start of the day, roll 1d4 to determine your available Contract Points, which you spend to activate abilities like Brother in Arms, Captain, Contract Safer, Shackles of Debt, Accumulated Debts, or Survival of the Mercenary. Your Contract Points refresh on a short or long rest.

7th Level – Blade Awareness
Your experience in combat allows you to anticipate deadly strikes. When hit by a slashing melee attack, you can use your reaction to halve the damage, reflecting your ability to deflect and parry incoming blows.

10th Level – Battle Endurance
Years of hard contracts have honed your resilience. As a bonus action, you can roll 3d8 and gain that many temporary hit points. If a melee attack reduces your temporary hit points to zero, you can use your reaction to strike back at that attacker.

15th Level – Relentless Tactician
Your mastery of battlefield tactics allows you to act with precision and flexibility. At the start of each short or long rest, you roll 1d6 for your Contract Points. Additionally, when you use Action Surge, you can immediately use a different Contract Option without spending a point, allowing a devastating combination of abilities in a single turn.

18th Level – Ruthless Execution
At the peak of your deadly skill, your critical hits become even more terrifying. When you score a critical hit, roll an additional d20. On a result of 15 or higher, the target falls prone and takes 2d8 extra damage. Furthermore, the first time you hit a prone creature on your turn, you deal an additional 2d8 damage.


Playing a Bloodcoin Blade

Bloodcoin Blades excel in tactical combat. They protect allies, control the battlefield, and punish enemies with precision strikes. Choosing which Contract Options to activate, and when to use them, is as important as rolling dice. They reward clever positioning, careful planning, and a willingness to take calculated risks.

They are not the heroic paladins who fight for justice, nor the champions who fight for glory. Bloodcoin Blades fight for survival, profit, and the contracts that make them rich—and deadly.

Mercenary’s Mark & Contract Options


Mercenary’s Mark

As a bonus action, you can choose one creature you can see within 30 feet of you. Until the end of your next turn, the first weapon attack roll you make against that creature has advantage.


Hardened Skills

You gain proficiency in the Persuasion and Survival skills. If you are already proficient in either skill, your proficiency bonus is doubled for any check you make with it.


Contract Options

Your mercenary training grants you a pool of tactical abilities. At the start of each day (after a long or short rest), roll 1d4. You gain a number of Contract Points equal to the result. These points fuel the abilities you select from the Contract Options below.

  • You choose two options at 3rd level.

  • You gain an additional option at 7th level and again at 15th level.

  • Unless otherwise stated, using a Contract Option requires an action, bonus action, or reaction as noted.

  • You regain all Contract Points at the end of a short or long rest.

Contract Options

Brother in Arms.
When a creature within 5 feet of you is targeted by an attack, you can use your reaction to either:

  • Grant that ally a +2 bonus to AC against the attack, or

  • Impose disadvantage on the attack roll.
    This effect ends at the start of your next turn.

Captain.
As an action, choose up to two allies within 60 feet of you who can hear you. Each of those creatures has advantage on the next attack roll it makes before the start of your next turn.

Contract Safeguard.
When a creature within 5 feet of you is targeted by a weapon attack, you can use your reaction to take the weapon damage instead of that creature. Any other effects of the attack still apply to the original target. This feature does not protect against spells.

Shackles of Debt.
As a bonus action, you gain advantage on saving throws against the charmed and stunned conditions for 1 minute. In addition, the next time you hit with a weapon attack during this duration, you deal extra damage equal to your Strength modifier.

Accumulated Debts.
When you hit a creature with a weapon attack, you can expend a Contract Point to add the roll of that die to the attack’s damage. The target must also succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or become frightened of you until the end of your next turn.

Survival of the Mercenary.
Until you finish your next long rest, you have advantage on Medicine and Nature checks. In addition, as a bonus action, you can expend 1 Contract Point to use your Second Wind feature without expending its normal use.

 

Blade Awareness

When you are hit by a melee weapon attack that deals slashing damage, you can use your reaction to halve the attack’s damage against you.

 

Battle Endurance

As a bonus action, you gain 3d8 temporary hit points. If a melee attack reduces these temporary hit points to 0, you can use your reaction to make one melee weapon attack against the attacker.

 

Relentless Tactician

At the start of each short or long rest, roll a 1d6 instead of a 1d4 for your Contract Points.

In addition, whenever you use your Action Surge, you can immediately use one Contract Option you know without expending a Contract Point. This must be a different option than one you have already used during that turn.

Ruthless Execution

When you score a critical hit with a weapon attack, roll an additional d20. On a 15 or higher, the target is knocked prone and takes an extra 2d8 damage.

Additionally, the first time you hit a prone creature on your turn, that attack deals an extra 2d8 damage.