Evasion. If the mercenary is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mercenary instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the mercenary can deal an extra 2d6 damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. The mercenary doesn'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 the mercenary doesn't have disadvantage on the attack roll.
Multiattack. The mercenary makes two melee or ranged attacks.
Rapier, +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Poisoned Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage + 7 (2d6) poison damage. On hit, the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute, repeating the save at the beginning of each of its turns.
Longbow, +1. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Hand Crossbow, +1. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Grenade, Smoke (x2). As an action, the mercenary can throw a smoke grenade at a point up to 60 feet away. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds (24 seconds); a strong wind (20 or more miles per hour) disperses it in 1 round (6 seconds).
Alchemist's Fire (x2). The mercenary can replace one of its attacks with throwing a flask of Alchemist’s Fire. The flask targets one creature or object the mercenary can see within 20 feet of itself. The target must succeed on a DC 14 Dexterity saving throw or take 1d4 Fire damage and start burning.
(A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, a creature can extinguish fire on itself by giving itself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.)
Cunning Action. Fabregas can take the Dash, Disengage, or Hide action as a bonus action.
Steady Aim. As a bonus action, the mercenary gives itself advantage on its next attack roll on the current turn. It can use this bonus action only if it hasn’t moved during this turn, and after it uses the bonus action, its speed is 0 until the end of the current turn.
Uncanny Dodge. When an attacker that the mercenary can see hits it with an attack, the mercenary can use its reaction to halve the attack's damage against it.
Description
Mercenaries of the Blades of Bounty gang are versatile combatants with a vast array of weapons and tools at their disposal. They are tough lackeys who are often able to complete difficult hit jobs all by themselves, with no guidance needed from their commander. With a competent leader, however, squads of Blades of Bounty Mercenaries become incredibly deadly.
Previous Versions
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9/13/2025 2:15:47 PM
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Coming Soon
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