{"name":"Fighter Subclass: Mercenary","overview":"","hit_dice":"","hit_points_at_1st_level":"","hit_points_at_higher_levels":"","armor_proficiencies":"","weapon_proficiencies":"","tools":"","saving_throws":"","skills":"","starting_equipment":"","spellcasting":"","class_features":"[justify][u]Swashbuckling[\/u]: Starting at 3rd level, you may add +2 to Charisma.\r\n\r\n[u]Scrappy[\/u]: Starting at 3rd level, any time you roll a natural one on an attack roll or ability check or saving throw, you may reroll the die one time, regardless of the result.\r\n\r\n[u]Reputation Precedes You[\/u]: Starting at 3rd level, you may take trophies from any creature you kill: a coin, a necklace, belt, whatever you choose. You affix these to your belt or a chain or whatever you choose to display it on. During any persuasion or intimidation check, you may draw attention to them. With 1-10 trophies, add a d4 to the result; with an 11-20, add a d6 to the result; with a 21 or higher, add a d8 to the result.\r\n\r\n[u]Double Down[\/u]: Starting at 7th level, as a bonus action you may expend one platinum piece and roll a d20. If the result is an even number, double the damage of your next attack. If the result is an odd number, the damage of your next attack is halved. \r\n\r\n[b][u]Antagonize[\/u][\/b]: Starting at 10th level, once per short or long rest, as a free action you may shout insults at a target. They must make a charisma saving throw (DC=8+Profeciency Bonus+Charisma Modifier). On failure, they must look directly at you for the entirety of their next turn. Furthermore, they have disadvantage on any attacks made during that same turn.\r\n\r\n[u]Fit of Rage[\/u]: Starting at 15th level, once per short or long rest, you may use your action to make 3 melee attacks on a single target. Furthermore, the target must make a dexterity saving throw or be knocked prone.\r\n\r\n[u]Mob Mentality[\/u]: Starting at 18th level, once per long rest, as a bonus action you may attempt to rally hostile creatures to your side. Any creature within 30 feet of you with an intelligence of at least 8 must make a Charisma saving throw. On failure, they will do whatever you tell them, except hurt themselves, for the next 15 seconds.[\/justify]","subclass_options":"","table_data":"","source":"","jsondata":"","tags":"","templateId":"5460","blockId":"1041263","world":"59e9c51f-59fb-4406-8e23-b83fccc11425","folder":"15681","isShared":"on"}