Base Class: Fighter
The Mercenary utilizes crushing attacks and deadly cunning to crush their opponent in battle. Typically focused solely on their own survival; the Mercenary is not known for their academic prowess or their political savvy; they were more likely paid to rob or guard the scholars, and protect or assassinate the politicians. A mercenary can come from any sort of background, but common backgrounds include former soldiers (though not often honorably discharged), or bodyguards who failed at their job, or people who are indebted to bigger players in the world and don't know anything else. The Mercenary is certainly capable physically; with years of training by quality teachers in the art of war. The Mercenary is also clever; they know how to pick their fights; press their advantages; utilize the environment. Combining their undeniable martial prowess with their brilliant survival instincts, these hardened gladiators will always find themselves in either rich employment or brutal war. Some people say, "there's no honor without glory." The Mercenary sees it more like "there's no honor in being dead."
Brutish Force
At 3rd level, add 1d4 to all damage rolls.
At 10th level, your d4 becomes a d6.
At 16th level, your d6 becomes a d8.
At 20th level, your d8 becomes a d10.
Juggernaut's Durability
Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.
Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Crimson Outburst
- Whenever you successfully hit on two consecutive attacks on your turn, you may take a -5 to the attack roll of your next attack. If you succeed in hitting with the attack, the target must make a Constitution Saving Throw (8+proficiency+Dex or Str Mod) or become Stunned until the end of their next turn. You may use this ability 3 times per long rest.
Devastating Critical
Beginning at 15th level, you can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.
Endure
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point).
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