Nathaniel Mercer
Nathaniel Mercer
Sheet
AC 15 · HP 166 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
38 featuresBonus action
- Bite the Bullet
When Bonus Action
As a Bonus Action, expend one Risk Die to gain Temporary Hit Points equal to the die roll plus 3.
- Blindfire
When Bonus Action
As a Bonus Action, expend one Risk Die to gain Blindsight out to 30 feet until the end of the turn.
- Dodge Roll
When Bonus Action
As a Bonus Action, expend one Risk Die to move up to 15 feet without provoking Opportunity Attacks and reload a held Ranged weapon.
- Parting ShotLevel 3
When After Taking Dash, Disengage, or Dodge
When he takes the Dash, Disengage, or Dodge action, expend one Risk Die to make one ranged weapon attack as a Bonus Action and add the die to the damage on a hit.
- Cunning ActionLevel 2
Nathaniel can take the Dash, Disengage, or Hide action as a Bonus Action.
- Fast HandsLevel 3
Nathaniel can use a Bonus Action to make a Dexterity check using thieves' tools to pick a lock or disable a trap, or to take the Utilize action to use an object requiring a Bonus Action. He can also use his Bonus Action to make a Dexterity check to pick a pocket or take an object from another creature.
- FeatLevel 8
Nathaniel gains a feat. He chose Observant, increasing his Wisdom by 1 and granting the Search action as a Bonus Action, with improved passive Perception and Investigation through his exceptional observation.
Reaction
- Skin of Your Teeth
When Reaction when Hit by an Attack
When a creature he can see hits him, expend one Risk Die as a Reaction and add the die roll to his AC against that attack.
- Uncanny DodgeLevel 5
When a creature Nathaniel can see hits him with an attack, he can take a Reaction to halve the attack's damage against him.
Always on
- Grazing Shot
When After Missing with a Ranged Attack
When a ranged weapon attack misses, expend one Risk Die to deal piercing damage equal to the die roll plus 5, minimum 1. Once per turn.
- Maverick Spirit
When After Failing an Intelligence, Wisdom, or Charisma Check or Save
When he fails an Intelligence, Wisdom, or Charisma ability check or saving throw, expend one Risk Die and add it to the roll. Once per turn.
- Rogue ProficienciesLevel 1
Nathaniel gains proficiency with light armor, simple weapons, and martial weapons that have the Finesse or Light property. He also gains proficiency with thieves' tools and one additional tool from his class training.
- ExpertiseLevel 1
Nathaniel adds his Proficiency Bonus twice to checks made with Stealth and Investigation, his chosen Expertise skills.
- Sneak AttackLevel 1
Nathaniel deals an extra 9d6 damage once per turn when he hits a target with a qualifying attack while having Advantage, or when another enemy of the target is within 5 feet of it and Nathaniel does not have Disadvantage.
- Thieves' CantLevel 1
Nathaniel knows Thieves' Cant, including its secret signs and coded language.
- Secret Agent Gunslinger TrainingLevel 3
Nathaniel gains a Fighting Style feat. He chose Archery, gaining a +2 bonus to attack rolls made with Ranged weapons. He also gains Quick Draw, granting Advantage on Initiative rolls and allowing him to draw or stow two non-Two-Handed weapons when he could normally draw or stow one.
- Weapon MasteryLevel 3
Nathaniel can use the mastery properties of two chosen Simple or Martial Ranged weapons. His mastered weapons are the pistol and shortbow. He also gains firearm training appropriate to the Secret Agent Gunslinger class.
- Critical ShotLevel 3
Nathaniel's ranged attack rolls score a Critical Hit on a roll of 19 or 20 on the d20.
- RiskLevel 3
Nathaniel has four d8 Risk Dice, regained after a Short or Long Rest. He can use them for Bite the Bullet, Blindfire, Dodge Roll, Grazing Shot, Maverick Spirit, Parting Shot, and Skin of Your Teeth.
- Operative TrainingLevel 3
Nathaniel gains Concealed Shot, a cantrip used with Intelligence, Wisdom, or Charisma, and proficiency with a Disguise Kit and Thieves' Tools. He also gains proficiency in Deception and Persuasion.
- Second-Story WorkLevel 3
Nathaniel gains a Climb Speed equal to his Speed and ignores the extra movement normally required to climb. He can also make a running jump after moving only 5 feet.
- FeatLevel 4
Nathaniel gains a feat. He chose Sharpshooter, allowing him to ignore Disadvantage from long-range attacks and attacks against targets within 5 feet, and to ignore Half and Three-Quarters Cover when making Ranged attacks.
- Cunning StrikeLevel 5
Nathaniel can use Cunning Strike when he deals Sneak Attack damage, sacrificing Sneak Attack dice to apply additional effects such as Trip, Withdraw, or Poison, subject to the maneuver's requirements.
- AlertLevel 9
Nathaniel has Advantage on Initiative rolls from Quick Draw and adds his Proficiency Bonus to Initiative from Alert. Immediately after rolling Initiative, he can swap his Initiative with that of a willing ally who is not Incapacitated.
- FeatLevel 10
Nathaniel gains a feat. He chose Skill Expert, increasing his Charisma by 1, gaining proficiency in Insight, and gaining Expertise in Perception.
- Improved Cunning StrikeLevel 11
Nathaniel can apply additional Cunning Strike options and can sacrifice more Sneak Attack dice to use them.
- FeatLevel 12
Nathaniel gains a feat. He chose Ability Score Improvement, increasing his Dexterity by 1 and Wisdom by 1.
- Use Magic DeviceLevel 13
Nathaniel can use any magic item regardless of class, species, or level prerequisites, can attune to up to four magic items, and can cast spells from magic items without using the normal class restrictions.
- Slippery MindLevel 15
Nathaniel gains proficiency in Wisdom saving throws and Intelligence saving throws. He already has Wisdom saving throw proficiency from the Rogue class, so this feature reinforces his resistance to mental manipulation through his covert training.
- FeatLevel 16
Nathaniel gains a feat. He chose Ability Score Improvement, increasing his Dexterity by 1 and Charisma by 1.
- Thief's ReflexesLevel 17
At the start of the first round of each combat, Nathaniel can take two turns. He takes the first turn at his normal Initiative and the second turn at Initiative minus 10. He cannot use this feature when Surprised.
- Gunslinger ManeuversLevel 3
Nathaniel gains the Secret Agent Gunslinger maneuver suite, including Bite the Bullet, Blindfire, Dodge Roll, Grazing Shot, Maverick Spirit, Parting Shot, and Skin of Your Teeth. His maneuver save DC is 19.
- ResourcefulHumanWhen Nathaniel fails a D20 Test, he can add a Heroic Inspiration die to the roll, using it after seeing the roll but before knowing whether it succeeds.
- SkillfulHumanNathaniel gains proficiency in one skill of his choice, chosen as Insight.
- VersatileHumanNathaniel gains one Origin feat of his choice, chosen as Alert.
- TraitHumanMedium size, with a walking Speed of 30 feet.
- TraitHumanHuman determination and adaptability allow Nathaniel to gain Heroic Inspiration whenever the Dungeon Master determines that his roleplaying particularly embodies his ideals, bonds, or flaws.
- Savage AttackerSoldier
Nathaniel has the Soldier background and the Savage Attacker Origin feat. Once per turn when he hits with a weapon attack, he can roll the weapon's damage dice twice and use either result, adding the relevant modifier as normal.
Spells
1 spellSpellcasting. Nathaniel Mercer casts with a spellcasting ability ( to hit with spell attacks).
Cantrips (at will):
Gear
12 itemsWeapons
- Mercer Special 1911An enchanted eleven-round 1911 pistol with a blackened finish, magically tuned to Nathaniel's grip and firing rhythm. It uses pistol ammunition and has the Vex mastery property.
- ShortbowA backup shortbow suitable for silent ranged attacks.
- 2×DaggersA concealed dagger used as a last resort and utility blade.
Tools
- Thieves' ToolsA complete set of thieves' tools, including picks, tension bars, files, and miniature probes.
- Disguise KitA kit for changing facial details, hairline, complexion, and apparent identity.
- Gaming SetA set of marked military playing cards used for coded signals and quiet wagers.
Gear
- 50×BulletsAmmunition for the enchanted pistol, carried in sealed cartridge cases.
- 20×ArrowsArrows for the shortbow.
- Healer's KitA compact kit of bandages, splints, antiseptic herbs, and battlefield supplies.
- Traveler's ClothesA tailored black three-piece suit, red tie, and polished black dress shoes.
- Military KeepsakesA service medal, coded field notebook, and sealed personal papers from Nathaniel's military career.
Purse
- 20000×Gold PiecesFunds retained from military service and covert contracts.
Appearance
Nathaniel Mercer is a tall, roguishly handsome human man with an athletic build, sharp gray eyes, and a neatly trimmed dark beard touched with silver. He wears an immaculate black three-piece suit, a deep red tie, polished black dress shoes, and discreet enchanted holsters. His movements are economical and controlled, and his magically enhanced eleven-round 1911 rests in his hand with the familiarity of an old professional instrument.
Mannerisms
Nathaniel adjusts his red tie before a dangerous conversation, checks the pistol's chamber by touch, and pauses for exactly one breath before answering a question. He rarely raises his voice. When someone lies, he tilts his head slightly and becomes even more courteous.
Personality
Nathaniel is calm, courteous, observant, and relentlessly professional. He speaks with measured precision, notices small inconsistencies in posture and wording, and treats every conversation like an intelligence briefing. He is charming without being frivolous, intimidating without being cruel, and most comfortable when he has already considered every likely outcome.
Ideals
Control. Panic is contagious, but composure is a weapon. Information, preparation, and disciplined action can prevent more deaths than heroics ever will.
Bonds
Nathaniel carries a coded service medal belonging to the members of his lost unit. He has sworn to uncover who betrayed them and to protect the families of every soldier who died because of that betrayal.
Flaws
Nathaniel trusts his ability to read people more than he should. When he decides someone is lying, proving him wrong can become nearly impossible. He also has a professional instinct to finish every operation, even when withdrawal would be wiser, and he quietly judges anyone whose courage fails under pressure.
Quirks
Background
Nathaniel Mercer remembers very little of childhood beyond marching songs, winter rain, and the weight of a practice rifle in his hands. He entered military service as soon as he was old enough, first as an infantry scout and later as a reconnaissance specialist. His instructors discovered that he could read a battlefield almost before it happened. He learned to identify ambushes from disturbed gravel, recognize a forged report by its phrasing, and tell whether a prisoner was lying by the instant before the answer left their mouth. His calm became legendary, especially after a disastrous campaign in which his entire unit survived because Nathaniel noticed a single false order hidden among authentic dispatches.
“He entered military service as soon as he was old enough, first as an infantry scout and later as a reconnaissance specialist.”
- Background
- Soldier
Connections
Species
Human
Media
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