Nathaniel Mercer
Nathaniel Mercer
Sheet
AC 17 · HP 163 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
43 featuresBonus action
- Cunning ActionLevel 2
When On his turn.
Nathaniel can use Cunning Action to Dash, Disengage, or Hide as a Bonus Action.
- Parting Shot
When When he takes Dash, Disengage, or Dodge on his turn.
After taking the Dash, Disengage, or Dodge action, Nathaniel can expend a Risk Die to make one ranged weapon attack as a Bonus Action and add 1d8 to the damage on a hit.
- Thief: Fast Hands and Second-Story WorkLevel 3
Nathaniel gains Fast Hands, allowing him to use a Bonus Action for Sleight of Hand, thieves' tools, or the Utilize action. He also gains Second-Story Work, improving his climbing and jumping capabilities.
- Secret Agent Gunslinger: Parting ShotLevel 3
When Nathaniel takes the Dash, Disengage, or Dodge action, he can expend a Risk Die to make a ranged weapon attack as a Bonus Action and add the die to the damage on a hit.
Reaction
- Uncanny DodgeLevel 5
When When a visible attacker hits Nathaniel with an attack roll.
Nathaniel can use his Reaction to halve the damage from an attack that hits him.
Always on
- Head or Chest Shot
When When Nathaniel attacks with his enchanted 1911 and has Advantage or an eligible ally is within 5 feet of the target.
Nathaniel can make a precise ranged weapon attack that deals 1d10 piercing damage, plus Dexterity modifier and Archery bonuses to the attack roll. Once per turn, he can add 10d6 Sneak Attack damage when the attack qualifies.
- Bite the Bullet
When As a Bonus Action.
Nathaniel can expend a Risk Die to gain Temporary Hit Points equal to the die roll plus 3.
- Blindfire
When As a Bonus Action.
Nathaniel can expend a Risk Die to gain Blindsight out to 30 feet until the end of his turn.
- Dodge Roll
When As a Bonus Action while expending a Risk Die.
Nathaniel can move up to 15 feet without provoking Opportunity Attacks and reload a held ranged weapon.
- Grazing Shot
When When a ranged attack misses, once per turn.
When Nathaniel misses with a ranged weapon attack, he can deal 1d8 plus 5 piercing damage to the target.
- Maverick Spirit
When When he fails an Intelligence, Wisdom, or Charisma check or saving throw, once per turn.
Nathaniel can add 1d8 to a failed Intelligence, Wisdom, or Charisma ability check or saving throw.
- Skin of Your Teeth
When As a Reaction when a creature he can see hits him with an attack roll.
When a creature hits Nathaniel, he can add 1d8 to his AC against that attack, potentially causing it to miss.
- Rogue: Expertise and Sneak AttackLevel 1
Nathaniel gains proficiency with simple weapons, martial weapons, light armor, thieves' tools, and one gaming set. He also gains four Rogue skill proficiencies and expertise in two proficient skills. His Sneak Attack deals an extra 1d6 damage once per turn when he hits with a qualifying attack while having Advantage or when an eligible ally is near the target.
- Weapon Mastery and Thieves' CantLevel 1
Nathaniel gains Weapon Mastery with four weapons. His practiced weapons include the pistol, hand crossbow, rapier, and dagger. He also knows Thieves' Cant, a covert language of signs, symbols, and coded expressions.
- Ability Score ImprovementLevel 4
Nathaniel can improve ability scores or select feats according to the 2024 Rogue advancement rules. His final ability scores are fixed by the requested manual array.
- Cunning Strike and Uncanny DodgeLevel 5
Nathaniel can use Cunning Strike options when applying Sneak Attack, trading some Sneak Attack dice for tactical effects such as poisoning, tripping, or withdrawing from danger. His Sneak Attack increases to 3d6.
- Ability Score ImprovementLevel 6
Nathaniel gains another Ability Score Improvement or feat choice under the 2024 rules. His final ability scores are fixed by the requested manual array.
- Reliable Talent and EvasionLevel 7
Nathaniel's Dexterity-based checks cannot roll lower than 10 when he has proficiency, and he gains Evasion, reducing or negating damage from many Dexterity saving throws.
- Ability Score ImprovementLevel 8
Nathaniel gains another Ability Score Improvement or feat choice under the 2024 rules. His final ability scores are fixed by the requested manual array.
- Supreme SneakLevel 9
Nathaniel gains Supreme Sneak, allowing him to move with exceptional stealth and, when applicable, gain enhanced mobility while hidden.
- Ability Score ImprovementLevel 10
Nathaniel gains another Ability Score Improvement or feat choice under the 2024 rules. His final ability scores are fixed by the requested manual array.
- Improved Cunning StrikeLevel 11
Nathaniel's Sneak Attack increases to 6d6, and he gains Improved Cunning Strike with additional tactical options.
- Ability Score ImprovementLevel 12
Nathaniel gains another Ability Score Improvement or feat choice under the 2024 rules. His final ability scores are fixed by the requested manual array.
- Subtle StrikesLevel 13
Nathaniel gains Subtle Strikes, giving him an enhanced ability to create Advantage for attacks against creatures when he attacks with appropriate precision and positioning.
- Ability Score ImprovementLevel 14
Nathaniel gains another Ability Score Improvement or feat choice under the 2024 rules. His final ability scores are fixed by the requested manual array.
- Slippery MindLevel 15
Nathaniel gains Slippery Mind, improving his resilience against mental effects and granting exceptional proficiency against certain Wisdom and Intelligence saving throws.
- Ability Score ImprovementLevel 16
Nathaniel gains another Ability Score Improvement or feat choice under the 2024 rules. His final ability scores are fixed by the requested manual array.
- Use Magic DeviceLevel 17
Nathaniel gains Use Magic Device, allowing him to exploit magical items with unusual versatility, including ignoring some class, species, or level restrictions when appropriate.
- Ability Score ImprovementLevel 18
Nathaniel gains another Ability Score Improvement or feat choice under the 2024 rules. His final ability scores are fixed by the requested manual array.
- ElusiveLevel 18
Nathaniel gains Elusive, preventing attack rolls against him from gaining Advantage while he is not Incapacitated.
- Epic BoonLevel 19
Nathaniel gains another Ability Score Improvement or feat choice under the 2024 rules. His final ability scores are fixed by the requested manual array.
- Stroke of Luck and Supreme Sneak AttackLevel 20
Nathaniel gains Stroke of Luck. When he fails an attack roll, ability check, or saving throw, he can turn the result into a successful one. His Sneak Attack increases to 10d6.
- Secret Agent Gunslinger: Fighting StyleLevel 1
Nathaniel gains the Fighting Style feat selected for his Secret Agent Gunslinger training. His preferred style is Archery, granting a +2 bonus to attack rolls with ranged weapons.
- Secret Agent Gunslinger: Quick DrawLevel 1
Nathaniel has Advantage on Initiative rolls and can draw or stow two non-Two-Handed weapons whenever he could normally draw or stow one.
- Secret Agent Gunslinger: Weapon MasteryLevel 1
Nathaniel can use the mastery properties of two selected ranged weapons and can change one selection after a Long Rest.
- Secret Agent Gunslinger: Critical ShotLevel 2
Nathaniel's ranged weapon attacks score a Critical Hit on a roll of 19 or 20.
- Secret Agent Gunslinger: RiskLevel 2
Nathaniel gains four d8 Risk Dice, regained after a Short or Long Rest. He can spend them on maneuvers, using a maneuver save DC of 19 when applicable.
- Secret Agent Gunslinger: Operative TrainingLevel 3
Nathaniel gains Operative Training, including the Concealed Shot cantrip, proficiency with a Disguise Kit and Thieves' Tools, and two additional covert-operation skill proficiencies.
- ResourcefulHumanAfter finishing a Long Rest, Nathaniel gains Heroic Inspiration.
- SkillfulHumanNathaniel gains proficiency in one additional skill, represented here by Insight.
- VersatileHumanNathaniel gains an Origin feat. His Soldier background provides Savage Attacker.
- TraitHumanHumans also gain one additional language of their choice.
- Military RankSoldier
Nathaniel retains his military rank and can invoke the respect and authority associated with his former service. Soldiers loyal to his old command may recognize his credentials, provide limited aid, or offer access to military facilities and information, subject to the situation and the Dungeon Master's discretion.
Spells
1 spellSpellcasting. Nathaniel Mercer casts with Intelligence (spell save DC 16, to hit with spell attacks).
Cantrips (at will):
Gear
11 itemsWeapons
- Enchanted 1911 pistolA custom enchanted eleven-round 1911 pistol. Its exact magical properties are subject to Dungeon Master approval. It is treated as a martial ranged weapon for proficiency and attack purposes.
- RapierA finely balanced rapier for silent or close-quarters work.
- 2×DaggerA dagger concealed inside his suit.
Armor
- Black studded leather armorFitted black studded leather armor designed to resemble a formal three-piece suit.
Tools
- Disguise KitA Disguise Kit used for covert identities and impersonation.
- Gaming setA gaming set associated with his former military unit.
Gear
- 110×Pistol ammunitionAmmunition for the enchanted pistol, carried in several concealed magazines and ammunition pouches.
- Burglar's packA burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
- Fine black suitA set of formal black clothing suitable for military intelligence work and social infiltration.
- Soldier's keepsakesA military insignia, trophy from a fallen enemy, and a set of common clothes from his service years.
Purse
- Gold piecesCoin carried from his military service and independent contracts.
Appearance
Nathaniel Mercer is a tall, roguishly handsome human man with an athletic build, sharp gray eyes, and a carefully trimmed beard. He wears a perfectly fitted black three-piece suit, a crisp white shirt, a red tie, polished black dress shoes, and discreet enchanted holsters. His movements are economical and deliberate, and his expression remains calm even under extreme pressure. His signature weapon is an enchanted eleven-round 1911 pistol, modified to his exact specifications.
Mannerisms
Nathaniel speaks in an even, controlled voice and rarely raises it. He checks exits without appearing to look, straightens his red tie before entering danger, and pauses for half a second before answering a question so he can study the speaker's face and breathing. He addresses enemies by name whenever possible.
Personality
Nathaniel is calm, observant, and professionally courteous, even when speaking with someone he intends to defeat. He notices small details that others overlook, remembers names and routines, and treats every conversation as an intelligence-gathering opportunity. Beneath his polished control is a fierce protective instinct for civilians and inexperienced operatives.
Ideals
Preparation is mercy. A professional prevents disasters before ordinary people ever learn they were in danger. Truth matters, but controlling who receives it and when is often the difference between justice and catastrophe.
Bonds
Nathaniel is bound to the memory of the soldiers who died because of a single concealed order. He protects their families, preserves their names, and refuses to allow the conspiracy that killed them to be forgotten.
Flaws
Nathaniel has difficulty trusting anyone who has never faced meaningful consequences. He is willing to manipulate, deceive, and kill if he believes the mission requires it, and he sometimes mistakes emotional restraint for moral clarity. Once he identifies someone as a threat, he can become relentlessly fixated on finishing the job.
Quirks
Background
Nathaniel Mercer was raised in a disciplined household where punctuality, composure, and preparation were treated as virtues rather than preferences. He entered military service young and quickly distinguished himself as a reconnaissance specialist, marksman, and field operative. His talent was not simply accuracy. Nathaniel understood angles, timing, fear, and the subtle changes in a person's voice when a lie was taking shape. He learned to read a room as carefully as he read a battlefield, and he became the soldier commanders sent when a mission required discretion instead of spectacle. After years of service, Nathaniel was recruited into an intelligence bureau that officially did not exist. There, he became an infiltration specialist and assassin, combining the precision of a rifleman with the improvisational instincts of a thief. His enchanted 1911 was built from rare materials and inscribed with runes that stabilize its aim, silence its report, and ensure that every round answers his intent. He eventually left the bureau after discovering that one of its senior officers had sacrificed an entire unit to conceal a political conspiracy. Nathaniel survived, exposed the traitor, and disappeared before the bureau could decide whether to thank him or eliminate him. Now he works as an independent operative, gathering secrets, dismantling threats, and pursuing the surviving architects of the conspiracy with patient, professional resolve.
“He entered military service young and quickly distinguished himself as a reconnaissance specialist, marksman, and field operative.”
- Background
- Soldier
Connections
Species
Human
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