Mercenary
The clash of steel on steel is a nuanced kind of music, one enjoyed by the noble warrior and the violent brutes alike. Most think of mercenaries as thugs, bounty hunters, or honorable swordsmen that’ll do whatever you pay them for. And they are not far from the truth. The mercenary is the undisputed fighter, a true master of weapons. Some of them are those proud to walk the way of the warrior. Some are irredeemable thugs that know no other way of life. And for some it is simply a way to make a living. But one thing unites them all: they are gifted warriors and can take on a single powerful opponent or a horde of weaker ones, provided the coin is right.
The mercenary is the first line of any offense and defense. His abilities supplement any kind of weapon and make him a universal tool fit for any fight. However, they must rely on their allies for any sort of magical support. Even alone, it can be a challenge to take one down.
Passive
You gain + 1 to your AC.
Class level 1
1. – Keep going (5 FP, restricted – charges)
You have a limited pool of inner stamina that you can use to heal yourself.
You can use a bonus action to regain HP equal to 1d10 + your Class level. Once you use this, you must finish a long rest before you can use this again.
Class level 2
2. – Action Surge (5 FP, restricted – charges)
Your inner power now allows you momentary bursts beyond normal limits.
Once per turn, you can take an additional action and bonus action (for a total of 2 actions and 2 bonus actions). You have a single use of this ability. You gain another use when you reach CL 5 and one more when you reach CL 9. You regain all uses when you finish a long rest.
3. – Improved Critical (5 FP, unrestricted)
Your inner strength now allows you to score devastating hits more often.
Whenever you make an Attack roll with a melee weapon, you score a critical hit on a roll of 19 or 20.
Class level 3
4. – Extra Attack (10 FP, unrestricted)
You can make two attacks on your turn when you take the Attack action. They can, but do not have to target the same person, however both must be in range of your weapon. You can also use one or more of these attacks to attack with an off hand weapon, following the rules for Dual Wielding.
The number of attacks per action increases to 3 when you reach CL 5 and to 4 when you reach CL 9.
Class level 5
5. – Trip the Enemy (15 FP, unrestricted)
You learn how to make your weapon strikes undercut a creature’s balance to incoming attacks.
When you hit a creature with a weapon attack, that creature has disadvantage on the next Saving (Dexterity) throw it makes before the end of your next turn.
6. – Two-Weapon Fighting (10 FP, unrestricted)
When you engage in dual wielding, you can add your modifier to the Attack roll of the second attack.
Class level 7
7. – Unbeatable (35 FP, restricted – charges)
When you fail a Saving throw, you can choose to reroll. You must use the new roll if you do this. You have two uses at base. You gain another use when you reach CL 9. You regain all uses when you finish a long rest.
Class level 9
8. – Superior Critical (25 FP, unrestricted)
Whenever you make an Attack roll with a melee weapon, you score a critical hit on a roll of 18, 19 or 20.