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*'''Mercenary Life:''' You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook). | *'''Mercenary Life:''' You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook). | ||
*'''Fires of Fury:''' +1 Int (included); reroll 1s on fire damage spells; casting a fire spell sets you on fire until the end of your next turn, shedding bright/dim light for 30/30ft and dealing 1d4 fire damage to creatures that hit you with a melee attack from within 5 feet. | *'''Fires of Fury:''' +1 Int (included); reroll 1s on fire damage spells; casting a fire spell sets you on fire until the end of your next turn, shedding bright/dim light for 30/30ft and dealing 1d4 fire damage to creatures that hit you with a melee attack from within 5 feet. | ||
β | *'''Fighting Style ( | + | *'''Fighting Style (Dueling):''' +2 damage with melee weapons in one hand |
*'''Second Wind:''' As a bonus action heal 1d10+3 hit points | *'''Second Wind:''' As a bonus action heal 1d10+3 hit points | ||
*'''Action Surge:''' Take an extra Action once on your turn, 1/rest | *'''Action Surge:''' Take an extra Action once on your turn, 1/rest |