Mercenary Variant (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 04:02, 6 September 2019 (MDT) because: Issue(s) unaddressed for over 5 years. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing a lot of information. See the preload.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Sure, I’ll work for the Destroyer of Infinite Worlds....…for a price.
—Human Mercenary, Fhalk Benere

A Mercenary is a self-taught warrior who is a well trained combat specialist. They usually don’t dedicate themselves for too long and will work only for the highest bidder though this is not always true. Mercenaries aren’t regular merchants they will only fight for those they see as interesting or powerful. Whatever the reason, he can walk in and out of any battle without any feelings of remorse…as long as the price is right and he has some fun

Adventures: Mercenaries adventure to find their next battle and their next paycheck as well as some excitement. They are most comfortable on the battlefield where they can have fun and get paid for it.

Characteristics: Mercenaries, like fighters, are combat specialists. They have been through a lot of battles and sometimes make good leaders for an adventuring group. Because they adventure throughout the world, they learn the unique but effective techniques they have made up themselves or seen from cultures that most have never heard of.

Alignment: Being flexibly trained, they are usually chaotic or neutral, adhering to no set form of rules, however lawful mercenaries do exist, usually as a result from a noble or disciplined upbringing. Chaotic mercenaries typically have more battle-lust than lawful mercenaries.

Religion: Mercenaries worship any deity that seems interesting but gods of wealth and gods of battle appeal to most.

Background: Mercenaries have all undergone some form of rigorous weapon training at some point in their lives, either in an organization or from a master though most are self-taught. They then hone their skills through their travels. Mercenaries are practical, and do not believe that they should fight without getting something in return though the fighting itself is reward in itself for some.

Races: Humans and Half-Elves, who do not have very strong ties with anyone, typically become mercenaries. Ex-army elves also become mercenaries through wanderlust, and a desire to improve their wealth. Dwarves rarely become mercenaries because of a stronger feeling of commitment to their homeland. Half-orcs are common although they prefer to become a barbarian or fighter.

Other Classes: Mercenaries get along best with other combatants (such as fighters, and rangers) as they are similar to mercenaries. They also get along with the self-taught classes, as they understand their independence more than other classes

Role: Like a fighter, they are front line combatants. However, they come into their own when they take advantage of their knowledge and mastery with a chosen weapon and they usually prefer exotic and slashing weapons though this is not a rule.

Game Rule Information[edit]

Abilities: Strength is the hallmarks of the battle-hardened mercenary, a good Dexterity and Constitution help keep mercenaries alive. Alignment: Any

Table: The Mercenary
Hit Die: d10

Level Base
Attack Bonus
1 +1 +2 +2 +0 Endurance, Dead Men Are Poor Men
2 +2 +3 +3 +0 Veteran Warrior, Bonus Feat
3 +3 +3 +3 +1 Evasion
4 +4 +4 +4 +1 Battle Tempered
5 +5 +4 +4 +1 Uncanny Dodge
6 +6/+1 +5 +5 +2 Bonus Feat
7 +7/+2 +5 +5 +2 Unique Weapon,
8 +8/+3 +6 +6 +2 Improved Uncanny Dodge
9 +9/+4 +6 +6 +3 Monkey Grip
10 +10/+5 +7 +7 +3 Bonus Feat
11 +11/+6/+1 +7 +7 +3 Improved Evasion
12 +12/+7/+2 +8 +8 +4
13 +13/+8/+3 +8 +8 +4
14 +14/+9/+4 +9 +9 +4 Bonus Feat
15 +15/+10/+5 +9 +9 +5 Borrowed Art
16 +16/+11/+6/+1 +10 +10 +5
17 +17/+12/+7/+2 +10 +10 +5 Borrowed Art
18 +18/+13/+8/+3 +11 +11 +6 Bonus Feat
19 +19/+14/+9/+4 +11 +11 +6 Borrowed Art
20 +20/+15/+10/+5 +12 +12 +6

Class Skills (4 + Int modifier per level; ×4 at 1st level)
Appraise (Int), Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge Geography (Int), Knowledge Local (Int),Sense Motive (Wis), Survival (Wis), Swim (Str)

Class Features[edit]

Weapon and Armor Proficiency: Mercenaries are proficient with all simple and martial weapons and one exotic weapon of your choice, and with light, and medium armor as well as shields (except tower shields).

Battle Tempered (Ex): A mercenary gains a bonus in will saves. Starting at level 4 a Mercenary gains a +1 on will saves, and and additional +1 every 4 levels (+2 at 8, +3 at 12, and so on.)

Dead Men Are Poor Men (Ex): Due to a mercenaries lust for money, he develops a sixth sense that helps him dodge unexpected blows so he can receive payment in the future. Add Intelligence or Wisdom bonus (if any) to AC. This effect can be used while wearing light or medium armor. Once Chosen, this decision cannot be changed. This bonus does not apply if the mercenary is caught flat-footed or in a situation where he would lose his dexterity bonus.

Unique Weapon (Ex): Due to the devotion to the mastery of his favorite weapon ( Usually the coolest, biggest, sharpest one) a mercenary gains a more thorough understanding of his preferred weapon. He gains Weapon Specialization to one weapon of his choice that his weapon focus in.

Veteran Warrior (Ex): Due to years of fighting a variety of foes, a mercenary has learned to use fancy and showy maneuvers as well as brute force. Add your Dexterity bonus (if any to attack and damage rolls). This is cumulative to the Strength bonus and only in effect while wearing light or medium armor or n clothing.

Monkey Grip (Ex): At 9th level a mercenary gains the Monkey Grip feat.

Evasion (Ex): At 3rd level a mercenary gains evasion while in light, hide or no armor

Uncanny Dodge(Ex): At 5th level a mercenary gains uncanny dodge.

Improved Uncanny Dodge(Ex): At 8th level a mercenary gains improved uncanny dodge.

Improved Evasion (Ex): At 11th level a mercenary gains improved evasion while in light, hide or no armor.

Borrowed Art (Ex): At 15th, 17th and 19th level a mercenary can choose one weapon dependent ability from another class( such as a samurai’ Iaijutsu Master ability or the Master Samurai’s Blades of Death ) and one weapon for which that ability functions.

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!