The Mercenary’s skills are a conglomerate of various training regimens and experiences in different theaters of war. A Mercenary is broadly experienced, but not specialized in any particular area. Nearly anyone can call themselves a mercenary, but only the best fighters survive for very long. Basic requirement are set by the company or government that hires them. Some mercenary companies are elite, highly paid units with rigorous standards that members must maintain. Others are little more than wandering brigands looking for plunder. Every nation employs mercenaries. In some places, like Carthage, mercenaries form the majority of the army. Some of the more famous mercenary companies include the Ten Thousand and the Sons of Mars. Several mercenary companies are outlined in the Warrior Cults supplement. Mercenaries value wealth and loyalty to their group. They rely on their varied experiences and skills to adapt and adjust to the battlefield.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in any skill of your choice. Alternatively, you learn one language of your choice.

Veteran Experience

A Mercenary is defined by her experience in the field. When you choose this archetype at 3rd level, your past experiences sometimes flash through your mind, giving you an edge in similar conditions.

  • Bodyguard Duty. Whenever you are standing next to a friendly creature, they can benefit from your Shield’s bonus. Only one creature per turn can gain this benefit. If they are attacked, as a reaction you may attack the same target if they are within your attack range.
  • Guerrilla Attack. You add your Wisdom modifier on both attack and damage rolls as long as you have the Advantage on that roll.
  • Siege Warfare. You have advantage on attack rolls against objects, including walls and doors. You have the advantage on Dexterity saving throws against damage from siege weapons and resistance to any damage caused by siege weapons. Finally, you require half as much food to keep yourself alive and have advantage on saving throws to resist spoiled food or diseases (magical or otherwise).
  • Naval Warfare. Your time at sea has given you sea-legs and a iron stomach. You acquire proficiency in Athletics and Acrobatics. If you are already proficient with one or both of those skills, you gain expertise instead. You also have advantage on Athletics and Acrobatics checks made to keep your balance or to traverse a ship. Finally, you require half as much food to keep yourself alive and have advantage on saving throws to resist spoiled food or diseases (magical or otherwise).
  • Security Duty. You acquire proficiency in Perception, Investigation, and Insight. If you are already proficient with any of those skills, you gain expertise instead. You also do not suffer disadvantage on perception checks that rely in sight in dim lighting conditions.
  • Broadly skilled. You acquire proficiency in a skill of your choice, a language of your choice, and a feat of your choice.

Bonus Proficiency

When you reach 7th level, you have learned simple tricks of alchemy, such as crafting a lightning rod or fire resistant paste, which you can use to protect yourself from common types of energy damage. You just need some time to prepare. Once per day, you can spend 10 minutes preparing a protective energy ward. Pick one of the following damage types: acid, fire, cold, or lightning. You have resistance to that damage type for 24 hours. You can only change which damage you resist after a long rest.

Professional Soldier

Starting at 15th level, your wits have hardened more than most. You cannot be charmed or frightened. You have advantage on a number of saving throws equal to your Constitution modifier. You regain charges for this feature after long rest.

Legendary Warrior

Having survived the ever-changing battlefield, you have become the stuff of legends. Your skills are above the regular soldiers on the front. You acquire the following:

  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • You have all other entries of “Veteran Experience” that you did not pick at 3rd level.
  • Add your proficiency bonus to all of your skill rolls.
Section 15: Copyright Notice

Fighter Archetypes, Guard, Mercenary, Raider, Copyright 2021, Bloodstone Press

This is not the complete section 15 entry - see the full license for this page