New Class: The Mercenary

by CurlyFries

Search GM Binder Visit User Profile

The Mercenary: A New D&D 5e Homebrew Class

Thumbing through a quiver of arrows, a dwarf looks up as their wolf companion pricks up her ears. They grimace, and string their bow. It seems they’ve found their bounty.

Parrying her opponent’s latest clumsy attack with a dagger and rapier, the tiefling winks before vanishing from view. Her opponent thinks they have won, when in reality she was but a scout, now returning to call down the might of her entire company on the enemy’s position.

An orc with two mechanical wrist guards aims a hand at his fleeing quarry, shooting forth a hook and chain that sails towards the target. His mark is violently yanked back towards him before being pummelled to the ground by the iron shield that has materialised on his other arm.

Mercenaries are frontline combatants who employ the best training money can buy to turn the tide of battle to their favour through a variety of branded techniques.

Soldiers of Fortune

Mercenaries are like any band of soldiers, except with better pay and looser morals. They are trained by their companies in various unique combat methods, and each company has its own strengths and specialities. Some mercenaries are cutthroats, loyal only to the highest bidder, but many have their own codes of honour, remaining committed to whomever hires them until the contract is complete.

Adventure for Hire

The adventuring life lends itself easily to a mercenary, wandering from settlement to settlement looking for bloody-natured work. A mercenary in an adventuring party might have been hired to keep them safe, or they might have split from their company and gone freelance.

Creating A Mercenary

The most important question to consider when creating your mercenary is working out what you’re willing to fight for. Some companies will take any job going, while others have stipulations such as they will not fight other companies from the same country, or they will only take jobs from individuals approved by a specific religious authority.

Quick Build

You can make a mercenary quickly by following these suggestions. Strength or Dexterity should be your highest ability score, followed by Intelligence. If you plan on taking the Beast Lord archetype at 3rd level, you may wish for Constitution to be your second highest ability score instead of Intelligence. Second, choose the soldier background.

The Mercenary
Level Proficiency Bonus Features Fickle Resolve
1st +2 Fighting Style, Unorthodox Technique
2nd +2 Expert Recovery, Fickle Resolve 2
3rd +2 Company Training 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Company Training feature 3
7th +3 Forward Momentum 3
8th +3 Ability Score Improvement 3
9th +4 Protect the Money 4
10th +4 Contract Negotiator 4
11th +4 Company Training feature 4
12th +4 Ability Score Improvement 4
13th +5 Rallying Cry 5
14th +5 Protect the Money improvement 5
15th +5 Extra Attack (2) 5
16th +5 Ability Score Improvement 5
17th +6 Company Training feature 6
18th +6 Forward Momentum improvement 6
19th +6 Ability Score Improvement 6
20th +6 Mercenary Lord 6
Multiclassing

To multiclass as a mercenary, you must have a Strength or Dexterity score of at least 13. You gain proficiency in medium armour and martial weapons, but no other class proficiencies.

Design by Lexi Abbey | Made with GM Binder

Class Features

As a mercenary, you gain the following class features.

Hit Points
  • Hit Dice: 1d10 per mercenary level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit points at Higher Levels: 1d10 (or 6) + your Constitution modifier per mercenary level after 1st
Proficiencies
  • Armour: Light, medium, heavy, shields.
  • Weapons: Simple, martial.
  • Tools: none.
  • Saving Throws: Dexterity, Constitution.
  • Skills: choose 2 from Acrobatics, Athletics, History, Intimidation, Perception, Religion, Stealth, and Survival.
Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a longbow and 20 arrows or (b) two simple weapons of your choice.
  • (a) a longsword and shield or (b) two martial weapons of your choice.
  • (a) a dungeoneer’s pack or (b) an explorer’s pack.
  • (a) leather armour or (b) scale mail or (c) chain mail.

Alternatively, you may start with 5d4*10 gp and purchase your own equipment.

Fighting Style

At 1st level, you adopt a particular style of fighting as your speciality, choosing one of the options below. You cannot take a Fighting Style option more than once even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weaponry.

Defence

While you are wearing armour, you gain a +1 bonus to AC.

Duelling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unorthordox Technique

Mercenary companies pride themselves on their branding, and this extends to their unusual, but effective, combat training. At 1st level, you may choose one of the options below as your Unorthodox Technique.

Cleaving Strikes

When you hit a creature with a melee weapon attack with a weapon you are wielding in two hands, you may deal damage of the weapon’s type to one other creature that is within 5 feet of you and the target. This damage equals your proficiency bonus.

The weapon must have the Two-Handed or Versatile property to use this feature.

Keen Insticts

You may add your proficiency bonus to your Initiative rolls, and you cannot be surprised while you are not Incapacitated.

Debilitating Shot

Once per turn, when you hit a creature with a ranged weapon attack, you may choose to deal no damage with the attack and instead inflict one of the following conditions upon it until the end of its next turn: Blinded, Deafened, Grappled. Your GM may rule that certain creatures cannot be affected by this feature, at their discretion; for instance if the creatures have too many eyes to blind or are too big to grapple.

Deft Parry

While you are wielding a Light weapon in one hand, you may use your reaction to increase your AC by 2 against a weapon attack that would otherwise hit you. Additionally, you can use two-weapon fighting as long as one of the one-handed weapons is Light, rather than both.

Shield Bash

When you take the Attack action on your turn, you may replace one or more attacks with a shield attack. A shield counts as a Light melee weapon for the purpose of this attack, with which you are proficient, using your Strength modifier for the attack and damage rolls. On a hit, a shield deals 1d4 bludgeoning damage and you can choose to push the target up to 5 feet away from you if it is your size category or smaller.

Design by Lexi Abbey | Made with GM Binder

Expert Recovery

Reputation is everything to a mercenary. From 2nd level, when you fail an attack roll, ability check, or saving throw, you may use your reaction to gain a bonus to the roll equal to your proficiency bonus, potentially changing the outcome. You may use this ability once, and you may do so again after you finish a short or long rest.

Fickle Resolve

Mercenaries fight for a living, and the knowledge that they might live to see another payday inspires them to fight harder. You have a maximum of two Fickle Resolve points at 2nd level, and the Mercenary table shows the levels at which your maximum increases. To gain a fickle resolve point, you must reduce a creature to 0 hit points, and that creature must have a challenge rating equal to a quarter of your character level or higher; you can never have more points than your maximum, and your number of points resets to 0 after you take a long rest. In combat, you may spend your Fickle Resolve points in a number of ways, as described below. You may also gain new ways to spend these points as you level up.

  • Bolster. As a bonus action, you can spend 1 point to gain a number of temporary hit points equal to your Constitution modifier + 1d10.
  • Finisher. When you hit a creature with a weapon attack, you may spend 1 point and roll one of the weapon’s damage dice one additional time and add it to the attack’s damage. You may use this feature no more than once per turn.
  • Frenzy. When you take the Attack action on your turn, you may spend 1 point to make one additional weapon attack. You may use this feature no more than once per turn.

Company Training

All the greatest mercenary companies have a unique flare that sets them apart from the rest, which might involve signature equipment or alternative training. At 3rd level, you choose your Company Training from the options listed at the end of this class description; your choice cannot be changed, and grants you features at 3rd, 6th, 11th, and 17th levels.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 with this feature.

Extra Attack

Beginning at 5th level you may attack twice, instead of once, whenever you take the Attack action on your turn.

Beginning at 15th level, you may make one additional attack as part of this feature.

Forward Momentum

From 7th level, your success spurs you on to greater heights. When you gain a Fickle Resolve point, you may move without provoking opportunity attacks until the start of your next turn.

At 18th level, when Forward Momentum is triggered, your movement speed is also doubled until the end of your current turn.

Protect the Money

Beginning at 9th level, you undertake a small amount of bodyguard training. When an allied creature you can see or hear takes damage, you may use your reaction to move up to your movement speed towards them without provoking opportunity attacks. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At 14th level, as part of this reaction, you may make a single weapon attack against the creature that damaged your ally, if it is within range of your currently equipped weapon.

Contract Negotiator

By 10th level, your fame as a mercenary has reached many ears. You have advantage on Charisma or Intelligence checks made to haggle over paid rewards for jobs you take.

Additionally, you have access to a network of fixers and contractors, and you know the means to contact this network (via messengers, caravan drivers, local members etc.). As a downtime activity, you can use this network to easily find mercenary jobs in your area, even if they are not publicly advertised. Higher profile jobs will provide adventure for you and your party, but your GM may rule that minor jobs you hear about can be completed on your own as part of this downtime.

Rallying Cry

From 13th level you can exhort your comrades to fight harder. As an action, you can spend 1 Fickle Resolve point and choose a number of allied creatures that can see or hear you and are within 60 feet of you. Each of these creatures gain temporary hit points equal to your mercenary level + 1d10. Once you have used this feature, you must finish a short or long rest before you may do so again.

Mercenary Lord

From 20th level, you are a fearsome mercenary capable of leading entire armies into battle. At the start of each turn you, and any friendly creature that can see or hear you, can choose to add your Constitution modifier to one attack roll, damage roll, or saving throw they make before the start of their next turn. Creatures may choose to use this bonus after they have rolled but before the GM announces the roll’s result.

Design by Lexi Abbey | Made with GM Binder

Company Training

Your company training is as much about branding as it is about combat technique, with all the most famous mercenary companies offering unique “gimmicks” that set them apart from the crowd, and keep them from stepping each other’s toes.

Beast Lord

Some mercenary companies bond their members with animal companions through a combination of obedience training and primal magic. These fearsome warriors are often hired as trackers, hunters, or intimidating security guards.

Animal Companion

When you choose this training at 3rd level, you learn a special primal ritual to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Your companion can be a Large or smaller beast of CR ½ or lower, such as an ape, a black bear, a giant goat, or a wolf. Your GM might offer a reduced selection of animals depending on your current location, or the favoured beasts of the company that trained you.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can only have one animal companion at a time.

If your companion is ever slain, the bond you share allows you to return it to life with 8 hours of work and 25gp of ritual materials. You can return the animal companion to life even if you do not possess its original body. If you use the ritual to restore a previous animal companion to life while you have a current companion, your current animal companion leaves you and is replaced by the restored one.

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it had one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes and so on. If you are absent or incapacitated, the companion acts on its own.

Your companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your companion gains proficiency in two skills of your choice, and it becomes proficient in all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Coordinated Attack

Beginning at 6th level, you and your companion are capable of fighting in tandem. When you take the Attack action on your turn, your animal companion may use its reaction to make a melee attack.

Staunch Defender

From 6th level, as a reaction when you are targeted with an attack roll, your animal companion can impose disadvantage on the roll if it is within 5 feet of you or your attacker.

Unshakable Bond

At 11th level, you and your companion share a trust uncommon to most mortals. While you can your companion can see or hear one another, you are both immune to the Frightened condition.

Primal Resilience

Beginning at 17th level, when your animal companion takes damage, you may use your reaction to halve the damage taken.

Spellsword

Your mercenary company has taken the time and expense to tutor you in the mysteries of the arcane, granting you a degree of magical ability. Such mercenaries are varied in their skillsets, and their uses range from high class bodyguards to mobile artillery forces.

Arcane Studies

When you choose this training at 3rd level, you must choose a path of arcane studies from the list below. You gain a different benefit based on your choice, and this choice also affects your Spellcasting feature below.

  • Arcane Infiltrator. As an action on your turn, you may turn magically invisible until the start of your next turn, or until you make a damage roll or force a creature to make a saving throw. These spellswords choose to learn the Enchantment and Illusion schools.
  • Battle Mage. When you cast a spell that requires multiple creatures to make saving throws, you may specify that a number of affected creatures of your choice (equal to your Intelligence modifier, minimum of 1 creature) automatically pass their saving throw. These spellswords specialise in Abjuration and Evocation magic.
Design by Lexi Abbey | Made with GM Binder
  • Planar Acolyte. As part of a long rest, you may specify up to two weapons, or one weapon and a shield, to become bonded to you. As an action, you may cause your bonded weapons to vanish from the world and enter an extradimensional space, or call them forth from there into your hands; you can choose one or both weapons to affect with this action. You can break your bond at any time by touching the weapon as an action, allowing you to form new bonds. These spellswords specialise in the Conjuration and Divination schools.
  • Student of Change. When you reduce a creature to 0 hit points on your turn, you gain temporary hit points equal to your Constitution modifier + your mercenary level. These spellswords specialise in the schools of Necromancy and Transmutation.

Spellcasting

When you reach 3rd level, your combat capabilities are augmented with arcane magic. See chapter 10 of the PHB for the general rules of spellcasting.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Spellsword Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, which must come from the schools of magic associated with your Arcane Studies. The Spells Known column of the Spellsword Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must belong to one of your Arcane Studies schools, and must be of a level for which you have spell slots.

When you gain a level in this class, you may choose to replace one wizard spell you know with another spell from the wizard spell list; this new spell must otherwise conform to the above rules for learning a new spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn them through study and memorisation. You use your Intelligence whenever a spell refers to your spellcasting ability, and you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Spellsword Spellcasting
Mercenary Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Design by Lexi Abbey | Made with GM Binder

Ensorcelled Blades

Beginning at 6th level, your weapon attacks count as magical if they were not already. If they are already magical, they instead gain a +1 bonus to attack rolls.

War Magic

From 11th level, when you cast a cantrip as your action, you may make one weapon attack as a bonus action.

Spell Slinging

From 17th level, when you use your action to cast a spell, you may use your bonus action to cast another spell you know, even if it normally has a casting time of 1 action. This second spell cannot be higher than 2nd level.

Tinkmaster

Tinkmasters take the time to learn basic artificer techniques to augment their combat skills with a variety of gadgets. Their often-chaotic inventions are deemed too hazardous for most cities, leading the majority of these mercenaries to limit their activities to the battlefield or rural environments.

Master of Tinkering

When you choose this training at 3rd level, you gain proficiency with tinker’s tools, which you can use to construct and maintain a variety of devices to aid in your endeavours.

Gadgeteer

You gain one of the Gadgets listed at the end of this class description at 3rd level, and you gain one more of your choice at 6th, 11th, and 17th levels; you cannot choose a gadget more than once. Only you, or another tinkmaster, has the wherewithal to operate one of these devices; their designs are proprietary and powerful companies do not take kindly to their trade secrets being distributed.

Not only do you gain a device with this choice, but you also learn to build and maintain it. If you lose a device, you may spend a full day and 20gp of materials to craft a replacement. If it breaks, you can expend half that cost over the course of a long rest to restore it to functionality. You may repair a number of items per long rest equal to your Intelligence modifier (minimum of 1 device). You must have tinker’s tools on your person to repair or reconstruct a device.

When you gain a level in this class, you can replace one gadget you know with one you do not from the list. It is assumed you break down the original gadget for spare parts to either use in the construction of the new one or sell to cover the costs.

If any of your gadgets require a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

Strive for Perfection

At 6th level, you may choose one of your current Gadgets and upgrade it. When you do so, you may select one of that gadget’s listed Upgrades and immediately gain the benefits of it (you may, at your GM’s discretion, work with them to devise new upgrades). If you lose or purposefully destroy a device you have upgraded, you may choose a different upgrade when you rebuild it, but you cannot select a different device to upgrade instead. A device can support only one upgrade at any one time.

At 17th level, you may upgrade another gadget of your choice in the same fashion.

Battlefield Technician

From 11th level, you may attempt to repair a broken Brittle device for free. As an action, you make an Intelligence (Tinker’s Tools) check, with a DC of 15. On a success, you repair the device without expending any resources, the damage turning out to be superficial. On a failure, the damage is too severe, and you must repair it as per your Gadgeteer feature. You must have your tinker’s tools on your person to attempt this action.

Tinkmaster Gadgets

This is the list of gadgets and devices the tinkmaster archetype can choose from when outfitting themselves. All tinkmaster gadgets are somewhat… experimental, and each has either the Brittle or Consumable traits as described below. Your devices are not bulky; it is assumed that they are carried within easy reach and that you have modified them to work with your other pieces of equipment without getting in the way.

At your GM’s discretion, you may work together to construct new devices of your own design, rather than choosing the options listed here.

  • Brittle. Although the device is built for battle, its construction relies on delicate mechanisms that can come undone with significant trauma. When you are reduced to 0 hit points, one of your Brittle devices (choose randomly if you have multiple) becomes at risk of breaking. Roll an Intelligence check for the device, with a DC equal to 10 or half the total damage that reduced you to 0 (whichever is higher); on a failure, the gadget breaks and must be repaired as per your Gadgeteer feature.

  • Consumable (X). This device is either built for a single use, or relies on a fuel source that is depleted as it is used. The device can be used a number of times equal to X (minimum of 1 use), and you can spend a long rest to restore those uses at no cost. In this instance, “losing the device” as described in your Gadgeteer feature is more likely to refer to the specific supply of chemicals or apparatus that you use to construct the consumable part. The reagents used to craft the device will become inert over time, meaning you cannot take multiple long rests to increase your payload.

Design by Lexi Abbey | Made with GM Binder
  • Upgrades. When you reach 6th and 17th levels, you may choose one of your known devices and upgrade its function. Each device has two possible upgrades, but can only support one. If you lose or purposefully destroy a device you have upgraded, you may choose a different upgrade when you rebuild it, but you cannot select a different device to upgrade instead.
Bladesnare Gauntlets

These heavy leather mittens are plated with spiked metal strips. As a reaction when you are targeted with a melee weapon attack, you may make an Athletics check, the DC of which is equal to the triggering attack roll; this check is resolved after the attack hits or misses you. If you are successful, you use these gauntlets to trap your opponent’s weapon, locking yourselves together until you choose to end the effect as a free action on your turn. Until the effect is ended, you and your opponent are considered Grappled and Restrained, and they cannot make attacks with that weapon. You must have at least one gauntlet maintaining the grapple at all times, meaning you cannot make two-handed attacks and each turn you must choose whether to make a one-handed attack or (if equipped) to gain the benefits of your shield that round.

On your opponent’s turn, they may release their weapon as a free action, dropping it and freeing themselves from the grapple. Alternatively they may use their action to make a contested Athletics check with you, freeing themselves and their weapon on a success.

Due to the heavy wear and tear imposed by this event, you may use this reaction a number of times equal to your Intelligence modifier (minimum of once) before you must spend a long rest making minor repairs to the gauntlets. These repairs cost no materials and can be performed alongside any other long rest activity.

  • Brittle.
  • Combusting Grasp (Upgrade). As a bonus action on your turn, you can detonate a small alchemical charge in the gauntlet’s palm, briefly heating the opponent’s weapon. The creature whose weapon you hold takes 3d8 fire damage, or half as much on a successful Constitution saving throw. Because of the alchemical charges used, this upgrade comes with the Consumable (3) property.
  • Locking Grasp (Upgrade). As an action on your turn, you may cause the gauntlets to lock onto the weapon. Your opponent cannot make the Athletics check to free it, and must drop the weapon if they wish to continue acting on their turns. Until you take a subsequent action to unlock the gauntlets, you cannot undertake any action that requires your hands, and you cannot release the weapon.
Bolt Thrower

This wrist-mounted device functions as a hand crossbow. While you must use the Attack action to fire it as normal, you may do so even while holding another object in that hand.

  • Brittle.
  • Noxious Bolts. Once per turn, when you hit a creature with a Bolt Thrower attack, you may force it to make a Constitution saving throw. On a failure, it is Poisoned until the start of your next turn. Due to the alchemical components of crafting noxious bolts, this upgrade comes with the Consumable (4) property.
  • Snare Launcher. As an action, you may make a special attack with the Bolt Thrower. On a hit, the target is Grappled instead of taking damage; they may make an Athletics check against your DC as an action on their turns, freeing themselves on a success.
Clockwork Bulwark

This device attaches to your forearm, containing clockwork, springs, and tough metallic plates. As a bonus action, you may deploy the device, causing the metal plates to spiral out into a buckler-sized shield, or you can dismiss the shield as a free action on your turn. This grants the normal AC benefits of a shield, but you cannot be disarmed of it. Your hand must be free to deploy and wield the shield, but while it is not deployed you may use the hand as normal.

  • Brittle.
  • Arcane Reinforcement (Upgrade). The shield becomes magical, gaining a +1 bonus to AC. The magic extends to the whole device, and you retain this small bonus even while the shield is not deployed.
  • Pneumatic Retaliation (Upgrade). When a creature within 5 feet of you misses you with a melee attack, you may use your reaction to push it up to 10 feet away from you. If your hand is currently free, you must choose to deploy the shield as part of this reaction if it was not already.
Elemental Bombs

These small grenades can be filled with a variety of harmful chemicals. As an action, you may launch a grenade to a point of your choosing; all creatures within a 5-foot radius must make a Dexterity saving throw, taking 2d6 damage on a failed saving throw or half as much on a success. You can choose to either throw the grenade up to 20 feet, or launch it as part of a weapon attack with a sling. Using a sling has the potential for less accuracy, however if you score a direct hit on a creature with a sling it takes the full damage from being at the epicentre of the bomb, making no saving throw.

An Elemental Bomb can deal acid, cold, fire, poison, or thunder damage, chosen as part of the long rest when you create your set of bombs for the day.

  • Consumable (your Intelligence modifier). Each consumable use represents an individual bomb; as such you can choose different damage types for each one, as long as you make a note of how many you have of each type.
  • Concentrated Payload (Upgrade). Your Elemental Bombs deal additional damage equal to 1d6 + your Intelligence modifier.
  • Viral Payload (Upgrade). Your Elemental Bombs now explode in a 15-foot radius. Creatures in the outermost 5 feet have advantage on their saving throw.
Design by Lexi Abbey | Made with GM Binder
Flame Jet

Whether a separate firearm or a wrist-mounted device, you can use this gadget to project scorching flame. As an action, you launch flammable liquid in an area and ignite it; creatures in the area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a successful one. As part of this action, you choose whether this area is a 30-foot long, 5-foot wide line, or a 15-foot cone; either area extends out from you. Flammable objects in the area that are not being worn or carried are set alight.

  • Consumable (2).
  • Extra Fuel (Upgrade). Your Flame Jet’s Consumable property is increased to 4.
  • Interchangeable Payload (Upgrade). When you refresh this device’s Consumable uses, you may choose the damage type for the day from Acid, Cold, or Fire. Damage types other than fire will not ignite flammable objects, but at the GM’s discretion may produce other effects.
Grapple Launcher

Using this device, which might take the form of a handheld or wrist-mounted firearm, you can easily traverse great distances using a grappling hook, rope, and mechanical winch. As an action, you may choose a point within 20 feet of you and move in a straight line towards it without taking attacks of opportunity. This movement must end with a solid surface for you to perch on, such as a ledge, rocky wall, or floor, otherwise you will fall at the end of this movement.

  • Brittle.
  • Spider’s Leap (Upgrade). The range you can move with the Grapple Launcher is increased to 40 feet.
  • Vengeful Reach (Upgrade). Instead of choosing a point, you may instead make a ranged weapon attack against a creature you can see within the Grapple Launcher’s range; you are proficient in this attack and add your Dexterity to the attack roll. On a hit, the creature is pulled up to 20 feet closer to you if it is one size category larger than you or smaller.
Scrap Grenade

This explosive device is filled with screws, metal shards, and other pieces of shrapnel. As an action, you may launch a grenade to a point of your choosing; all creatures within a 5-foot radius must make a Dexterity saving throw, taking nonmagical piercing damage on a failed saving throw or half as much on a success. This damage is equal to 1d8 + your Intelligence modifier. You can choose to either throw the grenade up to 20 feet, or launch it as part of a weapon attack with a sling. Using a sling has the potential for less accuracy, however if you score a direct hit on a creature with a sling it takes the full damage from being at the epicentre of the bomb, making no saving throw.

  • Consumable (your Intelligence modifier).
  • Barbed Shrapnel (Upgrade). You take the time to ensure your grenades inflict maximum pain. Creatures who fail their saving throw also have disadvantage on all attack rolls and ability checks until the start of their next turn.
  • Concussive Blast (Upgrade). Your Scrap Grenades deal double damage to objects and structures. Additionally, creatures who fail their saving throw are knocked prone by the explosion.
Wind Glider

This canvas sheet and set of ropes is fitted into a neat, easy-to-release package. As a reaction while you are falling, you may deploy this device to reduce your falling speed to 60 feet per round. On your turn while falling, you may choose to move laterally up to 60 feet in a straight line. If you hit the ground with the device intact, you land on your feet and suffer no falling damage. Detaching yourself from the device requires a bonus action, while repacking it requires 1 minute of time. Until you repack or detach yourself from the device, your base movement speed is halved. The parachute has AC 10 + your Intelligence modifier and maximum hit points equal to your mercenary level. If the device is reduced to 0 hit points, it breaks as per the Brittle condition, and you fall the remaining distance as normal. You may fully restore the device’s hit points as part of a short rest if it was not reduced to 0.

  • Brittle.
  • Auto-Deployment (Upgrade). You reconfigure the device in such a way that it will automatically deploy when you fall more than 15 feet in a single round, no longer requiring your reaction.
  • Smokescreen (Upgrade). When you deploy the device, alchemical reagents are detonated to obscure you from sight. For 10 minutes or until you detach yourself from the device, creatures have disadvantage on attack rolls against you. Due to the nature of the alchemical reagents, this upgrade comes with the Consumable (2) property.
Design by Lexi Abbey | Made with GM Binder
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.