Mercenaries

The mercenaries of gravel pit are a violent, ruthless, resourceful, and falsely advertised band of buffoons. Despite their (many) personality flaws, shocking loyalty to money, and unerring dedication to the pointless, they are nevertheless capable warriors in any unofficial job.

Unique Weaponry

Provisioned by the so called 'Administrator', the Mercenaries have an arsenal of exotic weaponry and spells. These tools are all unique inventions of their mysterious benefactor/employer, and the details of them are kept heavily under wraps. Naturally, a rival team has all the information too.

Loyal to the Coin

Whether you need wizards hunted, industry demolished, scientific endeavours protected, or just feel like hiring the mentally unstable to do a fetch job, all it takes is a fair payment of gold and the Mercenaries will work tirelessly towards your goal.

This does have a major issue which should never be forgotten. Mercenaries are only as good as the contract they agree to. Write in all requirements, and write out all exits, or you may find your own soldiers being bought out.

Nine Specialists

You'd be forgiven for seeing some correlation with the circles of hell. As it stands, only two of the mercenaries have yet to be ruled out for being hell-born. The rest are insane, yes, but still men of the mortal planes.

The nine specialists then are: The Scout, The Soldier, The Pyro, The Demoman, The Heavy, The Engineer, The Medic, The Sniper, and The Spy. Each of them trained in a specific set of skills.

The Scout

Fast and deadly up close, unfortunately lacking in social skills. His primary weapon is designed for short ranged piercing that's difficult to dodge. The Scout also wields a small steel bat as a backup when ammunition is low, though is not known for his strength.

The Scout will avoid confrontation where it's not obvious he will win, dashing in and out wherever possible.


The Scout

Medium Humanoid, Chaotic Neutral


  • Armor Class 15 (Leather Armor)
  • Hit Points 38(11d8 - 11)
  • Speed 40ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 8 (-1) 10 (0) 12 (+1) 8 (-1)

  • Saving Throws Dexterity +6
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Double Jump The Scout has mastered the art of forgetting gravity. The Scout's jump distance is doubled, and it takes half damage from falling.

Improved Dash When the Scout takes the Dash action, it ignores all difficult terrain.

Scattergun Expert Being within 5ft of an enemy does not impose disadvantage on ranged attacks made by The Scout with the Scattergun.

Actions

Multiattack The Scout can make two Scattergun attacks or two Bat attacks.

Scattergun Ranged Weapon Attack: +6 to hit, ranged 10/40 ft., one target. Hit: 11 (2d6+4) piercing damage, or 7 (1d6+4) if the Scout has disadvantage on the attack.

Bat Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 4 (2d4-1) bludgeoning damage.

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The Soldier

When most people are born, they have a lowly developed brain but full of potential. The Soldier forgot the potential. Using explosive spells that come naturally to him, the Soldier fancies himself as a supporter of freedom and good haircuts. His awareness of his surroundings is sadly comical at best, not helped by the favoured headgear of the Soldier covering his eyes. When not throwing explosions around, the soldier uses a common gardening shovel or miner's pickaxe for attacks.


The Soldier

Medium Humanoid, Chaotic Stupid


  • Armor Class 11 (Hide Armor)
  • Hit Points 84(13d8 + 26)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 14 (+2) 6 (-2) 6 (-2) 14 (+2)

  • Saving Throws Wisdom +0
  • Senses passive Perception 8
  • Languages Common
  • Challenge 2 (450 XP)

Impaired Vision Whilst wearing its helmet, the Soldier has disadvantage on perception checks that rely on sight, and advantage on saving throws against being blinded.

True Patriot The Soldier has advantage on saving throws against being charmed.

Innate Spellcasting The Soldier can cast spells innately, requiring no components. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following spells:

Cantrip: Rocket*, Rocket Jump* (see Actions)
1st level: Bless (once per short rest)

Actions

Rocket Ranged Magic Attack: +4 to hit, Range 100 ft., one target. Hit: 13 (2d12) thunder damage, and all creatures within 5 ft. of the target must make a Constitution saving throw (DC 12) or take 5 (2d4) thunder damage.

Rocket Jump All creatures within 5 ft. of the soldier must make a Constituion saving throw (DC 12). On a failure, they take 3 (1d6) thunder damage. The Soldier also takes 3 (1d6) thunder damage, no save, and is propelled up to 60 feet upwards and forwards in a direction of its choosing. If there is insufficient clearance to jump 60 feet upwards, the soldier moves forwards a distance at most equal to the height achieved. The Soldier may make also make a Pickaxe attack either mid-air or upon landing.

Pickaxe Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) piercing damage. If the Soldier is below half health, it makes this attack with advantage. If the Soldier is below 6hp, this attack also scores a critical on 18-20.

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The Pyro

The true enigma of the Mercenaries, the Pyro is feared and respected. No man or woman could ever be expected to pull off some of the feats that this Mercenary does, partly because everyone else has at least some semblance of a moral code. The pyro's code is fire, and seems slightly more pleased to direct it towards those deemed 'target' by the present employer. The Pyro is in fact a pyromancer, and a ruthless one at that. Despite working together, the Pyro and the Spy are fierce enemies, curiously held together only by contract - the only Lawful thing that The Pyro ever respects.


The Pyro

Medium Fiend, Chaotic Evil


  • Armor Class 14 (Studded Leather Armor)
  • Hit Points 45(7d8 + 14)
  • Speed 35ft.

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 10 (0) 14 (+2) 4 (-3)

  • Saving Throws Constitution +4
  • Skills Insight +5, Perception +5
  • Damage Resistances Fire
  • Condition Immunity Blinded
  • Senses passive Perception 15
  • Languages Understands Common and Infernal
  • Challenge 3 (700 XP)

Fireproof If subject to a flame effect that would cause ongoing fire damage to the Pyro, the flames affecting the Pyro are immediately extinguished.

Lingering Flames When the Pyro deals fire damage with a spell, the target is also engulfed in flames for up to 1 minute. Targets ignited in this way take 2(d4) fire damage at the start of their turn, and cannot benefit from the invisible condition. Creatures may make a Constitution saving throw (DC 12) at the end of each turn to douse the flames.

Innate Spellcasting The Pyro can cast spells innately, requiring no components. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following spells:

Cantrip: Firebolt (11 (2d10) fire damage), Produce Flame (9 (2d8) fire damage)
1st Level: Burning Hands (at will)
3rd Level: Counterspell (Recharge 3-6)


Actions

Hatchet Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 4 (1d8) slashing damage. If the target is engulfed in flames, they take a further 4 (1d8) slashing damage.

























Variant: Phlogisinator

Sometimes The Pyro will opt for pure offense as their defence. Notably they discard the ability to shut down other magic users in favour of enhancing their own power.

Phlogistinator Pyros do not have the ability to cast Counterspell. Instead, they gain the MMPH ability:

MMMPH

When The Pyro reduces an enemy to 0 hitpoints with fire damage, they gain the power of MMMPH. Any fire damage they deal until the end of their next turn deals maximum damage, including ongoing fire damage initiated before they gained the power of MMMPH.

Once activated, the ability cannot be reactivated until The Pyro completes a turn without the effect of MMMPH.

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The Demoman

A close ally of the Soldier, the Demoman is an equally proficient caster of explosive magic, but in his own particular flavour and ways. The Demoman is a master of battlefield control, using area denial to his, and his allies, advantage. Anyone who dares challenge his claims finds themselves quickly the subject of intense thunder magic. On occasion, he relies on ancestry fuelled swordsmanship.
The Demoman is also known for crippling alcoholism, depression, isolation from his homeland, and a problem encounter with a cursed tome left him without depth perception. Naturally he extolls every single one of these as virtues of his personality.


The Demoman

Medium Humanoid, Chaotic Neutral


  • Armor Class 14 (Breastplate)
  • Hit Points 49(9d8 + 9)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 12 (+1) 14 (+2) 10 (0) 9 (-1)

  • Saving Throws Constitution +3
  • Damage Resistances Poison
  • Senses passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

Ancestral Blade Whilst wielding its greatsword, the Demoman may dash as a bonus action. When it does so, it may only attack with its greatsword until the end of its turn.

Charge Attack If the Demoman moves more than 35 feet in a turn, its greatsword attacks are made with advantage until the end of that turn.

Innate Spellcasting The Demoman can cast spells innately, requiring no components. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It knows the following spells:

Cantrips: Explosive Bead*, Explosive Rune* (See actions)


Actions

Explosive Bead Ranged Magic Attack: +4 to hit, Range 60 ft., one target. Hit: 13 (2d12) thunder damage, and all creatures within 5 ft. of the target must make a Constitution saving throw (DC 12) or take 2 (d4) thunder damage.

Explosive Rune The Demoman targets one point within 90 feet. A fist sized stone, decorated in glowing arcane letters, launches from the Demoman towards the targeted point. Each rune has AC 10, 1 HP, and is invulerable to Psychic, Necrotic, Acid, and Poison damage. If the rune drops to 0 HP, it vanishes harmlessly. If a creature starts its turn within 5 ft. of a rune, or moves within 5 ft. of one during their turn, the Demoman may use his reaction to detonate all of its active runes. Any creature within 5 ft. of a detonating rune must make a Dexterity saving throw (DC 12). On a failure, they take 5 (2d4) thunder damage, and half as much on a success. The demoman may have a max of 8 runes conjured at once. Creating a 9th will detonate the oldest existing rune.

Greatsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.

































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The Heavy

Rumour has it that the Heavy has memorized every classical play from his homeland, devoured an entire bakery's stock on impulse, and once pointed a finger at a man so menacingly the target dropped dead from sheer shock. The Heavy comes from a cold land with an unusual and distinctive accent. Some people take his abrupt talking manner for poor intellect, but the truth couldn't be further from it. If killing wasn't so much fun for him, the Heavy would likely be a renowned scholar. The Heavy has a close relationship with the Medic, and will protect him at all costs.


The Heavy

Medium Humanoid, Neutral Evil


  • Armor Class 15 (Half Plate)
  • Hit Points 97(13d8 + 39)
  • Speed 25ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 14 (+2) 8 (-1) 9 (-1)

  • Saving Throws Wisdom +1
  • Senses passive Perception 9
  • Languages Common
  • Challenge 3 (700 XP)

Heavyweight If the Heavy is subject to an effect that would forcibly move it, the Heavy instead moves only half the distance. (If using a grid, round down the result to the next 5ft.)

Dart Expertise The Heavy can draw and throw multiple darts per turn.

Unarmed Expertise The Heavy's unarmed attacks deal 7 (1d8+3) bludgeoning damage.


Actions

Multiattack The Heavy may make 4 ranged attacks with Darts, 3 attacks with Frost Darts, or 2 attacks with Focus Darts. Alternatively, the heavy may make 2 unarmed strikes.

Dart Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3)

Frost Dart Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) and the target's speed is reduced by 10ft. This speed reduction cannot stack with itself.

Focus Dart Ranged Weapon Attack: +5 to hit, range 50/100 ft., one target. Hit: 5 (1d4+3)

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The Medic

When the Medic finally meets a God, his first reaction would be to attempt a disection. In the pursuit of medical knowledge and experimentation, the Medic has lost all touch with what doctors would call a 'bedside manner'. The Medic has performed countless operations on his fellow Mercenaries, some on himself, and has once accidentally imbued a common man with arcane power such that they overnight became a well learned necromancer. To the dismay of the Medic, and relief of the world at large, this result has not been repeatable.
Proud of his work, the Medic accepts contracts in order to further fund his so-called research, and acquire new test subjects.


The Medic

Medium Humanoid, Neutral Evil


  • Armor Class 11 (Unarmored)
  • Hit Points 54(12d8)
  • Speed 35ft.

STR DEX CON INT WIS CHA
10 (0) 13 (+1) 10 (0) 17 (+3) 16 (+3) 10 (0)

  • Saving Throws Dexterity +3
  • Skills Medicine +5, Persuasion +2, Survival +5
  • Senses passive Perception 13
  • Languages Common, Elven, Dwarvish, Gnome, and Halfling
  • Challenge 1 (200 XP)

Passive Regeneration If the Medic has at least 1 hitpoint, it gains 1 hitpoint at the start of its turn.

Health Sense The Medic knows the exact hitpoints of any creature within 30 ft. of it, and the result of dying creatures' death saving throws within 30 ft.


Actions

Light Crossbow Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5(1d8+1) piercing damage. If the target is friendly to the Medic, instead of taking damage, they may expend one of their remaining hit dice and regain hitpoints equal to 5 + their Constitution modifier.

Bonesaw Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4(1d6+1) slashing damage.

Divine Recovery (Recharge 3-6) The Medic must target an ally it can see within 10 ft. The target recovers up to 5 hitpoints, or has one existing condition affecting it removed, such as Blindness.

Perfect Shield (1/long rest) The Medic and one ally of its choice it can see within 10 ft. become immune to all damage until the start of the Medic's next turn. This ability requires concentration, as if concentrating on a spell, and may be ended early in the same way.

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The Engineer

Dwarves applaud themselves on their engineering works, and gnomes are unerringly satisfied with their arcane and mechanical inventions. You'd be forgiven for mistaking the Engineer as a hybrid of the two, industrious and creative. The Engineer respects good comedy, and works with his fellow Mercenaries to further their goals. Otherwise, he's all about the simple things in life, such as not having a "structurally superfluous new behind".
Capable of constructing small devices in the heat of battle, the Engineer has invented one for ally recovery, and another to fire darts at greater than usual ranges.


The Engineer

Medium Humanoid, True Neutral


  • Armor Class 13 (Chain Shirt)
  • Hit Points 49(11d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (0) 10 (0) 15 (+2) 12 (+1) 13 (+1)

  • Saving Throws Strength +3
  • Skills Arcana +4
  • Tools Blacksmith's Tools
  • Senses passive Perception 11
  • Languages Common, Dwarvish, Gnome
  • Challenge 2 (450 XP)

Tinkerer Adept The Engineer can disassemble and reassemble any piece of machinery or metal-based construct with perfect precision and accuracy.


Actions

Construct Turret The Engineer must choose a point within 5 ft. Placing down a small metal box, the Engineer can quickly assemble a Sentry Construct. At the start of the Engineer's next turn, the sentry contruct finishes construction. The Engineer may only have one of these active at a time.

Construct Beacon The Engineer must choose a point within 5 ft. Placing down a small metal box, the Engineer can quickly assemble a beacon, AC 11, HP 8. At the start of the Engineer's next turn, the beacon finishes construction. Any ally of the engineer who start their turn within 5 ft. of the beacon, and has at least 1 hitpoint, regains 2 hitpoints. The Engineer may only have one of these active at a time.

Wrench Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.


Bonus Actions

Command Turret If the Engineer has a sentry construct assembled, it may be commanded to fire upon an enemy. The Engineer must choose a creature it can see within 80 ft. of the Sentry Construct. It makes 4 Sentry Dart attacks.


Sentry Construct

Medium Construct, Unaligned


  • Armor Class 12 (Construct Armour)
  • Hit Points 10
  • Speed 0ft. (Immobile)

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 10 (0) 1 (-5) 10 (0) 1 (-5)

  • Damage Immunity Poison, Psychic
  • Condition Immunity Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Prone, Restrained, Stunned, Unconscious
  • Senses Sentry Construct can perceive exactly what The Engineer that created it can perceive
  • Languages None
  • Challenge 0 (0 XP) (Summoned Creature)

Engineer's Device As a device constructed by The Engineer, it is entirely under his control. Any effects which would force the Sentry Construct to act, other than on command of The Engineer, fails.


Sentry Dart Ranged Weapon Attack: +4 to hit, range 40/80 ft., one target. Hit: 4 (1d4+2) piercing damage.


































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The Sniper

"Be Polite. Be Efficient. Have a plan to kill everyone you meet." The Sniper is a master of long range takedown, specialising in picking off his target without them knowing he's even in the same town, let alone aiming at them. The man is truly dedicated to his craft, and considers it something of an art. Others would call him a crazed bowman.
As for his family, they do not care for it.


The Sniper

Medium Humanoid, Lawful Evil


  • Armor Class 14 (Unarmored)
  • Hit Points 66(12d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 12 (+1) 11 (0) 14 (+2) 11 (0)

  • Saving Throws Charisma +2
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Common
  • Challenge 2 (450 XP)

Sharpshooter When the Sniper makes a ranged weapon attack, it may choose to take a -5 penalty to the attack roll and deal an extra 10 damage on a hit. The Sniper's ranged attacks also ignore half and three-quarters cover.

Nature Initiate The Sniper may cast Faerie Fire without using any components, and without concentration. Once cast, the Sniper must complete a long rest before using this ability again. The sniper's spellcasting ability is Wisdom (Spell Save DC 12).


Actions

Longbow Ranged Weapon Attack: +6 to hit (or +1 to hit with Sharpshooter), range 600 ft., one target. Hit: 8 (1d8+4) piercing damage (or 18 (1d8+14) piercing damage with sharpshooter).

Kukri Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Patient Aim The Sniper chooses a creature it can see within 600 ft. and draws an arrow in its Longbow. On its next turn, it may make a Longbow attack with advantage against that target.

Variant: Razorback

The Sniper is not immortal, and knows how easily it is to be taken out unaware. To combat this, The Sniper may eschew the Nature Initiate feature in favour of the Razorback feature.

Razorback


The Sniper hides a protective rune on their person. When hit by a melee attack for the first time, the rune activates. The melee attack is turned into a miss and deals no damage or other effects. In addition, the attacker's movement speed is halved and cannot make any further attacks, nor take actions, bonus actions, or reactions until the start of their next turn.

Once used, the Razorback ability cannot be used again until The Sniper completes a long rest.

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The Spy

Enemy of the Pyro, master of disguise, the knife on the wind. The Spy is as deadly as he is cunning, appearing out of thin air to strike his target before vanishing again without a trace. His uncanny ability to take on new forms, plus his extensive knowledge of other cultures, would suggest an Infernal heritage. His ability to hide would be perfect, if not for his signature snort for a laugh.


The Spy

Medium Fiend, Lawful Evil


  • Armor Class 14 (Unarmored)
  • Hit Points 45(10d8)
  • Speed 35ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (0) 14 (+2) 12 (+1) 16 (+3)

  • Saving Throws Dexterity +6
  • Skills Deception +5, Performance +5, Stealth +6
  • Senses passive Perception 11
  • Languages Common, Infernal, Elven, Dwarven, Gnome, Halfling
  • Challenge 2 (450 XP)

Master of Disguise The Spy may cast Disguise Self at will as a bonus action, without any components. Also, when the Spy casts Disguise Self, its voice also changes to match that of its disguise exactly. The Spy's spellcasting ability is Charisma (Spell Save DC 13). The spell ends if The Spy makes an attack.

Sneak Attack (1/turn) The Spy deals an extra 13 (4d6) damage when it hits a target with a melee weapon attack and has advantage on the roll, or when the target is within 5 feet of an ally or the Spy that isn't incapacitated and the Spy doesn't have disadvantage on the attack roll.


Actions

Dagger Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+6) piercing damage.

Hand Crossbow Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.

Cloak The Spy magically turns invisible until it attacks or takes damage, or uses this action again. Any equipment the Spy is carrying turns invisible with it.


Bonus Actions

Hide The Spy may take the Hide Action as a bonus action.

Variant: Dead Ringer

Sometimes The Spy's presence is already known. To combat this, The Spy employs a means to feign death instead. The Spy loses the Cloak action, and gains the Feign Death reaction.

Feign Death


When The Spy takes damage, they may use their reaction to Feign Death with the following effects

  • The damage from the triggering source is reduced to 1.
  • The Spy and any equipment they are carrying becomes invisible, and The Spy immediately takes the hide action for free.
  • A perfect replica of The Spy appears as a corpse in place of where The Spy was, and remains for 1 minute before vanishing.
  • The Spy's movement speed is increased to 40ft. gains resistance to all damage, but cannot attack while invisible.
  • The Spy remains invisible for up to a minute, or until they take a bonus action to end the invisibility early. When the invisibility ends, the sound of crackling electricity can be heard upto 120 feet from The Spy.

Once used, Feign Death cannot be used again until The Spy completes a short rest.

Disclaimer

All characters are the property of Valve Corporation. These pages were created using homebrewery.naturalcrit.com. The Administrator is not responsible for any losses or injuries caused by hiring these mercenaries. This work is now version 1.2. Created by "TK".

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