Heavy (Mercenaries: Blood & Guts Supplement)

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Heavies are big, tough warriors trained to wear the heaviest armor and wield the biggest guns. With the most ammunition and the most sheer durability, they are excellent at holding a position or winning a battle of attrition. And while they may not be great shots, their sheer volume of fire makes up for it. Part of being a heavy is being the biggest target, which in combat is a double-edged sword. A heavy takes the most incoming fire, but they often save their comrades' lives by taking a bullet or ten meant for a more fragile teammate.

A heavy is the closest thing there is to a living, walking tank! Play as a heavy if you want to be able to tank hit after hit, or rip your enemies to shreds with gigantic weapons.

Creating a[edit]

Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Heavy you gain the following class features.

Hit Points

Hit Dice: 1d12 per Heavy level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Heavy level after 1st


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution


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

Table: The Heavy

Level Proficiency
Hand-to-Hand Features
1st +2 d6 Fighting Style, Hand-to-Hand, Powerful Build
2nd +2 d6 <!-Class Feature2->
3rd +2 d6 <!-Class Feature3->
4th +2 d6 Ability Score Improvement
5th +3 d8
6th +3 d8
7th +3 d8
8th +3 d8 Ability Score Improvement
9th +4 d8 Hard to Kill (one use)
10th +4 d8
11th +4 d10
12th +4 d10 Ability Score Improvement
13th +5 d10 Hard to Kill (two uses)
14th +5 d10
15th +5 d10
16th +5 d10 Ability Score Improvement
17th +6 d12 Hard to Kill (three uses)
18th +6 d12
19th +6 d12 Ability Score Improvement
20th +6 d12


All heavies are trained in grappling and striking in close quarters. Your unarmed strikes use a d6 for damage, and you can roll a d6 in place of the normal damage of an improvised weapon, club, dagger, or shortsword. When you hit a creature with an unarmed strike, improvised weapon, club, dagger, or shortsword on your turn, you can use a bonus action to attempt to grapple a target. The damage die of this feature increases as you gain levels, as shown in the "Hand-to-Hand" column on the heavy class table.

Powerful Build[edit]

Thanks to a strong back and a burly build, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Ability Score Increase[edit]

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 increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Hard to Kill[edit]

Beginning at 9th level, when you are reduced to 0 hit points but not killed outright, you can choose to be reduced to 1 hit point instead. Once you have used this feature, you cannot use it again until you finish a short or long rest. You can use this feature twice between rests starting at 13th level, and three times between rests starting at 17th level.

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

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<!-Class Feature->

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<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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