|Level||Proficiency Bonus||Features||Technology Carrying Capacity||Technology Charges||Max Complexity Level|
|2nd||+2||Low Profile, Tech-Weaving||4||-||Low|
|4th||+2||Ability Score Improvement||6||3||1|
|8th||+3||Ability Score Improvement||10||5||2|
|9th||+4||Additional Fighting Style||11||5||2|
|12th||+4||Ability Score Improvement||12||7||2|
|16th||+5||Ability Score Improvement||14||9||3|
|19th||+6||Ability Score Improvement||16||10||4|
As a Mercenary, you gain the following class features
Hit Dice: 1d10 per combat level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per level after 1st
Armor: Medium armor
Weapons: Simple weapons, martial ranged weapons
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Acrobatics, Insight, Intimidation, Investigation, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- Weave Armor
- (a) two pistols or (b) a carbine
- 4 vibrodaggers
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to defensive rating.
When you attack with one-handed weapons, you can add your ability modifier to the damage of the second attack.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed property for you to gain this benefit.
As a reaction you can make an unarmed melee attack roll against a single target that attacks you.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Starting at 2nd level, you gain the ability to weave technology into your combat style.
At 1st level, you have access to two low-charge technology abilities of your choice from the technology ability list. You obtain additional low-charge technology of your choice at higher levels, as determined by the technology carrying capacity column.
The Mercenary table shows a max charge level that dictates the highest charge level ability you may learn. To weave one of these charged technologies, you must expend a charge of the technologies charge level or higher. You regain all expended technology charges when you finish a long rest.
For example, if you know the 1st level technology ability Acid Spray and have two charges available, you can cast Acid Spray at either a +1 or +2 charge level.
Technology Charge Levels
Upon reaching level 3, you may know 3 technology abilities of your choice from the technology ability list.
The Technology Charges column of the Mercenary table shows when you learn more technology abilities of your choice. Each of these technology abilities must be of a level for which you have charges. For instance, when you reach 5th level in this class, you can learn one new technology of low, 1st, or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the technologies you know and replace it with another technology from the technology ability list, which also must be of a level for which you have charges.
Intelligence is the tech-weaving ability for your technologies. You use your Intelligence whenever a technology ability refers to your tech-weaving ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a technology ability you weave and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus + your Intelligence modifier
Tech attack modifier = your proficiency bonus + your Intelligence modifier
Also at 2nd level, half cover gives you all the benefits of three-quarters cover.
When you reach the third level, you have developed a preferred means to combat your enemies. Select either Arsenal, Sharpshooter, or Powertech, which are all detailed at the end of the class description.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can chose proficiency with 1 feat.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 10th level in this class and to four when you reach 20th level in this class.
Additional Fighting Style
At 9th level, you can choose a second Fighting Style option.
At 10th level, you learn how to make your weapon strikes undercut a creature’s defenses. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a technology you weave before the end of your next turn.
Beginning at 15th level, you can cool-down your weapon as a bonus action.
At 20th level, your aim with a blaster is unmatched. All ranged weapon attacks have +2 on attack rolls.
Upon selecting this specialization at the 3rd level, you turn up the heat settings on your ranged weaponry. Doing so grants the following:
- Your ranged weapon attacks generate 2 heat instead of 1.
- The final ranged weapon attack before needing to cool-down sears the creature. Sear deals an additional 1d8 fire damage and ignites flammable objects. Targets remain seared until the end of your turn.
- The damage die for Sear increases to 2d8 at 6th level, 3d8 at 12th level, and 4d8 at 18th level.
- As a bonus action you can toss a canister containing Thermal Duster at a creature within a range of 40 feet. Thermal dust is highly flammable and lasts for 1 hour or until a creature uses their action to remove it. When ignited from Sear or other means the dusted creature ignites in flames taking 1d8 fire damage.
Beginning at 7th level, your quick reflexes on the battlefield allow you to quickly rotate through your arsenal. Your arsenal may consist of any two ranged weapons of which you have proficiency. As a bonus action you may rotate to another weapon in your arsenal. If you intend to utilize the Extra Attack feature, you may use your bonus action to rotate weapons in between attacks.
Rotated weapons still require a cool-down action once they have reached their heat capacity. If you have two weapons that require the cool-down action to be used again, you may use one action to cool-down both weapons.
Starting at 11th level, you can fire a light ranged weapon as a bonus action whenever you land a critical hit with another weapon. Sidearm does not require an action to switch to the weapon. Additionally, Sidearm does not count towards Rotating Arsenal.
At 18th level, you have more firepower than any man should. Once per long rest, you can fire both weapons in your arsenal until they overheat as an action. You must make an attack roll for each attack. Your arsenal cannot be cool-downed for two rounds after using Unleash Arsenal.
At 3rd level, you place more value on the damage of your shots rather than the number fired. Whenever you would hit a target with a ranged weapon attack you may choose to double the total damage roll.
If you notify the DM that an attack will be a Focus Shot before you roll the attack die you may add +2 to the attack roll.
Utilizing Focus Shot prohibits you from utilizing the Extra Attack feature.
Beginning at 7th level, you carry a portable shield that grants full cover. This shield shares your defensive rating and a hit point total equal to twice your Mercenary level. Whenever a target would deal damage to you, they instead damage the Portable Cover.
Upon hitting 0 hit points the Portable Cover is drained of all power and requires a long rest to recharge.
Also at 7th level, you may use an action to detonate an emergency charge from your Portable Cover. All units forward of the Portable Cover in a 5 foot semicircle must make a Constitution saving throw against your technology DC.
Using Contingency Plan drains all power of your Portable Cover and requires a long rest to recharge.
Starting at 11th level, when you utilize the Focus Shot feature, on a hit you may choose to have the target make a Constitution saving roll against your technology DC. Failing results in one of the following effects of your choice:
- You target a creature's legs (does not work against constructs), reducing their movement by half for two rounds of combat.
- You target a vital organ or component (does not work against constructs), dealing an additional 1d8 damage.
Upon reaching 18th level, you can choose to expend both your action and bonus action in an attempt to land a headshot on a target. Choosing to do so grants advantage on your next ranged sniper weapon attack. If the attack lands and the target has 100 hit points or fewer, it dies. Otherwise, this attack instead becomes a Focus Shot.
Beginning when you pick this specialization at the 3rd level, you begin tinkering with prototype cylinders which can be used to enhance flame projector weapons.
As an action you can swap your cylinder for another. Additionally, whenever you take the cool-down action you may also swap cylinders. Swapping cylinders becomes a bonus action if you know the Lightning Cool-down feature.
Flame projectors equipped with Carbonite Cylinder generate 1 heat for every two attacks instead of each one.
Combustible Gas Cylinder
Add an additional damage die to flame projector weapon attacks while Combustible Gas Cylinder is equipped. Attacks made with this cylinder generate an additional 1 heat.
Ion Gas Cylinder
Flame projector weapon attacks have advantage. Additionally, targets must beat a constitution saving throw or have their movement reduced by 10 feet. At level 10, 13, and 15 targets movement is reduced by an additional 10 feet.
At the 7th level, you can use your action to make a single Flame Projector attack against any number of units within 5 feet of you, with a separate attack roll for each target.
Targets damaged by flame sweep are taunted. If you have the Carbonite Cylinder equipped when taking this action, enemies have disadvantage on their next attack action.
Beginning at the 11th level, the heat from your flame projectors is magnified. The final attack made with a flame projector before requiring a cool-down scorches the target of the attack. The target must make a dc constitution saving throw against your technology saving throw. On success the target gains the burned status effect. On a failed saving throw, the target gains the burned and frightened status effects.
Upon reaching 18th level, you can swap between cylinders as a free action.