Nathaniel Mercer
Nathaniel Mercer
Sheet
AC 15 · HP 163 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
52 featuresAction
- Cunning StrikeLevel 3
When you take the Attack action on your turn, you can forgo one attack to use Cunning Action. You can also use Cunning Action to make a Wisdom check to study a creature or object.
Bonus action
- Parting Shot
When After taking Dash, Disengage, or Dodge
Make one ranged weapon attack as a Bonus Action after taking the Dash, Disengage, or Dodge action, adding a Risk Die to damage on a hit.
- Dodge Roll
When On your turn
Expend one Risk Die as a Bonus Action to move 15 feet without provoking Opportunity Attacks and reload.
- Cunning ActionLevel 2
You can take the Dash, Disengage, or Hide action as a Bonus Action.
- Fast HandsLevel 3
You can use the Bonus Action granted by Cunning Action to make a Dexterity check using Thieves' Tools to disarm a trap or open a lock, or to take the Utilize action.
- Thief's ReflexesLevel 17
When you take the Attack action on your turn, you can make an additional attack as a Bonus Action. You can use this feature once per turn.
- Secret Agent Gunslinger, Parting ShotLevel 3
When you take the Dash, Disengage, or Dodge action, you can expend one Risk Die to make a ranged weapon attack as a Bonus Action and add the Risk Die to the damage roll on a hit.
- Risk Maneuver, Bite the BulletLevel 2
You can expend a Risk Die as a Bonus Action to gain Temporary Hit Points equal to the die roll plus 3.
- Risk Maneuver, BlindfireLevel 2
You can expend a Risk Die as a Bonus Action to gain Blindsight out to 30 feet until the end of the current turn.
- Risk Maneuver, Dodge RollLevel 2
You can expend a Risk Die as a Bonus Action to move up to 15 feet without provoking Opportunity Attacks and reload a Ranged weapon you are holding.
Reaction
- Skin of Your Teeth
When When a visible creature hits with an attack roll
Expend one Risk Die as a Reaction to add the die roll to AC against an attack that hits.
- Uncanny DodgeLevel 5
When a creature you can see hits you with an attack, you can take a Reaction to halve the attack's damage against you.
- Risk Maneuver, Skin of Your TeethLevel 2
When a creature you can see hits you with an attack roll, you can expend a Risk Die as a Reaction and add the die roll to your AC against that attack.
Always on
- Grazing Shot
When After missing with a ranged weapon attack
Expend one Risk Die to make a missed ranged weapon attack deal Risk Die plus 5 damage.
- Maverick Spirit
When After failing an Intelligence, Wisdom, or Charisma check or save
Expend one Risk Die to add it to a failed Intelligence, Wisdom, or Charisma ability check or saving throw.
- Rogue ProficienciesLevel 1
You gain proficiency with simple weapons, martial weapons that have the Finesse or Light property, hand crossbows, longswords, rapiers, and shortswords. You are proficient with light armor.
- ExpertiseLevel 1
You gain Expertise in two proficient skills or with Thieves' Tools. At Rogue level 6, you gain Expertise in two additional proficient skills or tools. Chosen Expertise: Stealth, Investigation, Deception, and Perception.
- Thieves' CantLevel 1
You gain proficiency with Thieves' Cant and another language. Thieves' Cant is a coded language used by rogues and criminals.
- Weapon MasteryLevel 1
You can use the mastery properties of two Simple or Martial weapons with which you are proficient. Chosen weapons: pistol and dagger.
- Rogue SubclassLevel 3
You gain a Rogue subclass. Nathaniel's subclass is Thief.
- Sneak Attack, 1d6Level 1
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have Advantage on the roll, or if an eligible enemy of the target is within 5 feet of it and you do not have Disadvantage. The attack must use a Finesse or Ranged weapon.
- Second-Story WorkLevel 3
You gain a Climb Speed equal to your Speed. When you make a running jump, the distance increases by a number of feet equal to your Dexterity modifier.
- Cunning Strike OptionsLevel 5
When you use Sneak Attack, you can apply one Cunning Strike option by expending some of the Sneak Attack dice. Nathaniel commonly uses Withdraw to avoid retaliation, Trip to disrupt a target, and Poison to disable a target when appropriate.
- Improved Cunning StrikeLevel 11
You gain a second use of Cunning Strike options and access to additional Cunning Strike effects, including Subtlety and Ambush, as permitted by the Rogue rules.
- Slippery MindLevel 15
You gain proficiency in Wisdom saving throws and Charisma saving throws.
- ElusiveLevel 18
Attack rolls against you cannot have Advantage unless you are Incapacitated.
- Stroke of LuckLevel 20
You gain the ability to turn a failed D20 Test into a 20. Once used, this feature cannot be used again until you finish a Short or Long Rest.
- Sneak Attack ImprovementLevel 3
Your Sneak Attack damage increases to 2d6.
- Sneak Attack ImprovementLevel 5
Your Sneak Attack damage increases to 3d6.
- Sneak Attack ImprovementLevel 7
Your Sneak Attack damage increases to 4d6.
- Sneak Attack ImprovementLevel 9
Your Sneak Attack damage increases to 5d6.
- Sneak Attack ImprovementLevel 11
Your Sneak Attack damage increases to 6d6.
- Sneak Attack ImprovementLevel 13
Your Sneak Attack damage increases to 7d6.
- Sneak Attack ImprovementLevel 15
Your Sneak Attack damage increases to 8d6.
- Sneak Attack ImprovementLevel 17
Your Sneak Attack damage increases to 9d6.
- Sneak Attack ImprovementLevel 19
Your Sneak Attack damage increases to 10d6.
- Reliable TalentLevel 7
When you make a Dexterity check using Thieves' Tools, you can treat a d20 roll of 9 or lower as a 10. You can also use this benefit for any ability check that lets you add your Proficiency Bonus.
- Use Magic DeviceLevel 13
You can use Sleight of Hand to plant an object on a creature, pick a creature's pocket, or conceal an object on your person. You can also use the Utilize action to use magic items regardless of their usual class, species, or level requirements, subject to the item's other restrictions.
- Secret Agent Gunslinger, Fighting StyleLevel 1
You gain the Fighting Style feat of your choice. Nathaniel chose Archery, granting a +2 bonus to attack rolls with Ranged weapons.
- Secret Agent Gunslinger, Quick DrawLevel 1
You have Advantage on Initiative rolls. You can draw or stow two weapons that lack the Two-Handed property whenever you would normally draw or stow only one.
- Secret Agent Gunslinger, Ranged Weapon MasteryLevel 1
You can use the mastery properties of two kinds of Simple or Martial Ranged weapons. Chosen weapons: pistol and hand crossbow.
- Secret Agent Gunslinger, Critical ShotLevel 2
Your attack rolls with Ranged weapons score a Critical Hit on a roll of 19 or 20.
- Secret Agent Gunslinger, RiskLevel 2
You have four d8 Risk Dice, regained when you finish a Short or Long Rest. You can spend them on Gunslinger maneuvers. Maneuver save DC: 19.
- Secret Agent Gunslinger, Operative TrainingLevel 3
You gain the Concealed Shot cantrip, using Charisma as your spellcasting ability. You gain proficiency with a Disguise Kit and Thieves' Tools, and proficiency in Deception and Investigation.
- Risk Maneuver, Grazing ShotLevel 2
When you miss with a ranged weapon attack, you can expend a Risk Die to deal damage equal to the die roll plus your Dexterity modifier, minimum 1. Once per turn.
- Risk Maneuver, Maverick SpiritLevel 2
When you fail an Intelligence, Wisdom, or Charisma ability check or saving throw, you can expend a Risk Die and add it to the roll. Once per turn.
- ResourcefulHumanWhen you fail a D20 Test, you can give yourself Heroic Inspiration to reroll, once per Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice. Chosen skill: Perception.
- VersatileHumanYou gain an Origin feat of your choice. Chosen feat: Alert.
- TraitHumanMedium size.
- TraitHumanSpeed 30 feet.
- Military RankSoldier
You can invoke the support of soldiers, military veterans, and affiliated organizations when your former service is recognized. Such allies may provide temporary shelter, information, or basic assistance, though they do not risk their lives for you without good reason.
Spells
1 spellSpellcasting. Nathaniel Mercer casts with Charisma (spell save DC 19, to hit with spell attacks).
Cantrips (at will):
Gear
11 itemsWeapons
- Enchanted 1911 pistolAn enchanted modern 1911-style pistol with an eleven-round magazine. Treat as a custom Ranged weapon, damage 1d10 piercing, range 60/240 ft., Light, Loading, and Mastery property chosen by the DM. It is concealed beneath Nathaniel's jacket.
- 2×DaggerA finely balanced dagger used as a backup weapon and tool.
Tools
- Disguise KitA disguise kit containing cosmetics, wigs, prosthetics, and other tools for altering appearance.
- Thieves' ToolsThieves' Tools used for locks, traps, sabotage, and covert entry.
- Gaming SetA military gaming set used during long deployments and covert meetings.
Gear
- Pistol ammunition and spare magazineA second magazine containing eleven compatible rounds, plus a compact ammunition case. Ammunition is represented abstractly for table play.
- Black three-piece suitA black three-piece suit reinforced with discreet protective inserts. Mechanically, Nathaniel is treated as unarmored unless the DM assigns separate armor statistics.
- Formal undercover clothingA red tie, polished black dress shoes, gloves, and understated identification papers.
- Military insignia and papersA set of keys, permits, and papers proving military affiliation when appropriate.
- Soldier's field packA compact field pack containing a bedroll, mess kit, flint and steel, torches, rope, rations, waterskin, and basic maintenance supplies.
- Unit keepsakeA small keepsake from Nathaniel's former unit.
Appearance
Nathaniel Mercer is a tall, roguishly handsome human man with a trimmed beard, controlled expression, and sharp gray eyes that rarely miss a detail. He wears a perfectly tailored black three-piece suit, a deep red tie, polished black dress shoes, and discreet modern accessories. His enchanted eleven-round 1911 is concealed beneath his jacket, invisible to casual observers and always ready in his hand before most opponents realize a fight has begun.
Mannerisms
Nathaniel speaks in a low, even voice and rarely repeats himself. He straightens his red tie before entering danger, studies a person's hands while they speak, and pauses for exactly one breath before drawing his pistol.
Personality
Nathaniel is calm, collected, observant, and professionally courteous. He measures rooms, exits, voices, and hands before he measures words. He has a dry sense of humor and an understated charm, but beneath the polished surface is an elite operator who is always calculating the safest way to end a threat.
Ideals
Control. Panic belongs to the untrained. The mission succeeds when preparation, discipline, and precise action leave nothing to chance.
Bonds
He carries the memory of the soldiers and informants who trusted him when they had no reason to. Nathaniel protects the surviving members of his old unit and maintains a private file containing the truth about the operation that ended his military career.
Flaws
Nathaniel has difficulty accepting help and assumes every kindness carries a hidden price. He is also dangerously confident in his ability to read people, and when he decides someone is lying, proving him wrong can be nearly impossible.
Quirks
Background
Nathaniel Mercer was raised in a crowded modern city where information was more valuable than gold and hesitation could be fatal. He enlisted young, served in covert military operations, and became known for remaining calm when every other operative was panicking. His specialty was precision fire and controlled entry. Nathaniel did not shoot wildly. He chose the head or chest, verified the target, and ended the threat with a single measured decision. His service taught him discipline, fieldcraft, languages, interrogation, and the quiet habits of a professional who expects to survive.
“He enlisted young, served in covert military operations, and became known for remaining calm when every other operative was panicking.”
- Background
- Soldier
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Nathaniel Mercer into a sheet
A high-res, share-ready sheet you can post or print.