THE SHARED REFERENCE Adventurer

Rule

Condottiero

Homebrew · EoR · 2024

Being a Condottiero

You sell your sword in exchange for coins and secure your agreements under a contract. Your combat prowess and experience in battle will help you to change the tides in wars and inflict fear in your enemies. Your life is to live and die by the sword, whenever fate grants it.

How to Play?

Filling contracts and fulfilling them, usually jobs that require combat prowess, martial talent, leadership, courage, and similar qualities.

Prerequisites

You must be proficient in at least one martial weapon, and your Strength or Dexterity score must be 13.

Climbing the Ranks

You must complete contracts in order to earn PEX.

Work with your GM to put contracts and their binding conditions into your adventures, or set them during downtimes, depending on the game's needs.

ActivityReward
A day's contract5 PEX
Weekly contract15 PEX
Monthly contract20 PEX
Seasonal contract50 PEX
Annual contract150 PEX
Participating in a battle10 PEX
Participating in a campaign25 PEX
Leading a group in battle50 PEX
Leading a troop in battle75 PEX

Apprentice Condottiero

Rank One

You have recently started to sell your services to those in need of a martial professional. People start to hear your name, and you start to build a fame and fortune for yourself.

Mounted Warrior | 50 PEX: "You enjoyed that carrot, didn't you?"

A mount is crucial for transportation for an esteemed warrior such as yourself. You can spend an hour with a horse or a similar mount at your discretion. When the mount finishes a long rest, it gains temporary hit points equal to your character level, and its Armor Class increases equal to your proficiency bonus while you mount it.

Resting in Armor | 50 PEX: "Will you sleep in that chunk of metal?"

You can fully rest while wearing any kind of armor with full benefits, and if combat begins while you are sleeping, you can use your reaction to get up or don a shield if it is within 5 ft. of you.

Long Strides | 50 PEX: "It looks like I am going on an adventure."

You need half of the food and water that people normally need to survive, and when you finish a long rest, you reduce your exhaustion levels by 2.

Terrain Advantage | 50 PEX: "Knowing your surroundings is a surefire way to victory."

If you spend at least a minute analyzing your surroundings, natural difficult terrain does not reduce your movement speed, and you have Advantage on ability checks related to the terrain (for example, climbing a tree rapidly).

Adept Training | 50 PEX: "Practice is golden."

You spend your time honing your skills. You gain proficiency with two weapons or one piece of armor of your choice.

Honed Muscles | 50 PEX: "You don't work for nothing, right?"

Your time in harsh conditions has improved your muscles. You gain proficiency in the Athletics skill. In addition, your carrying capacity is doubled.

Sturdy Legs | 50 PEX: "Footwork is how you win in a fight."

Your movement speed increases by 5 ft.

Journeyman Condottiero

Rank Two | 300 PEX

You started to make a name for yourself. Your time in battles, on missions, and more has honed your skills and increased your prowess. Many contracts come your way, but you are in a place to actually choose them.

Specialization | 100 PEX: You choose a specialization option. You either choose the Honor path to prove your courage on the battlefield, or the Captain path to inspire your allies.

Honor: When you roll for Initiative, you have 1d4 temporary hit points if you have a proficiency bonus of +2. While you have those temporary hit points, you can't be frightened. Each time your proficiency bonus increases, the temporary hit points increase by 5. For example, an 11th level character has 1d4 + 10 temporary hit points. Other temporary hit point sources do not replace this effect. You can use this ability a number of times equal to your proficiency bonus and can't use it again until you finish a long rest.

Captain: When you roll for Initiative, you can use your reaction to choose two allies that can hear you. They add your proficiency bonus to their Initiative rolls. Instead, you can force two enemy creatures to succeed on a DC 13 Wisdom saving throw or subtract your proficiency bonus from their Initiative rolls. You can use this ability a number of times equal to your proficiency bonus and can't use it again until you finish a long rest.

Sturdy | 100 PEX: "You are a resilient one, aren't you?"

When you finish a short rest, you restore additional hit points equal to your character level.

Fighting Training | 100 PEX: "I can do this all day."

You choose a Fighting Style from the Fighter class. It must be different from the ones you may have.

Armor Adept | 100 PEX: "It is not just armor; it is about the warrior who wears it."

While wearing armor, you take 2 less damage. This damage reduction increases when you reach certain character levels: 4th (3), 8th (4), 12th (5), 17th (6).

Counting the Numbers | 100 PEX: "How many did you count?"

When you make a Wisdom (Perception) check about an enemy group that you can see, you know their numbers. If it is beyond thousands you have an approximate number.

Expert Condottiero

Rank Three | 1000 PEX

You made a name for yourself among the mercenaries of the realm. You have shown strength, courage and resolve.

Specialization Improvement | 200 PEX: Your way of expertise in your profession has improved over time. Your chosen specialization gets additional benefits as stated below:

Honor: You learn the herculean might cantrip and can cast it at will and learn Li Jin's impervious charge twice a day without expending a spell slot. Charisma is your spellcasting ability for the spell.

Captain: You learn the cantrip Li Jin's tactical movement and can cast it at will and learn Li Jin's agile mobility twice a day without expending a spell slot. Charisma is your spellcasting ability for the spell.

Proficient One | 200 PEX: "Training was key, remember?"

You gain proficiency in two skills of your choice.

Superior Movement | 200 PEX: "The upper hand in combat is through speed."

You can use your bonus action to gain a walking speed equal to half of your remaining speed.

Analyze the Foe | 200 PEX: "Know thy enemy."

You can use an action to make a Wisdom (Insight or Perception) or Intelligence (Investigation) check to analyze a creature you can see within 120 ft against the target's Charisma (Deception or Performance) check. On a success, you know any resistances, vulnerabilities, and immunities the creature has.

Master Eyes | 200 PEX: "Who are you, I wonder."

If you succeed on a Wisdom (Insight) check against a creature or spot a creature through a Wisdom (Perception) check, you can force the creature to make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, you know if the creature is a shapechanger or somehow affected by illusion spells.

Strong Mind | 100 PEX: "Ready yourself mentally for a battle."

You gain proficiency in Wisdom or Intelligence saving throws.

Master Condottiero

Rank Four | 5000 PEX

You stand as one of the most famous mercenaries in the world. You change the tides of fate and your name belongs among the greatest soldiers ever lived. You may even have a mercenary army of your own that stands as one of the proudest in the realm.

Stories of the Past | Free: "Oh, have I told you about the time when…"

You have a lot of experiences and stories, and have probably taken part in some of the legends and myths. You have the ability to inspire greatness in others. You can grant Inspiration to anyone who listens to your stories a number of times equal to your proficiency bonus daily. This Inspiration must be used in 1 hour, or it will be lost. Anyone who already has Inspiration won't be affected by this. As an alternative, the creatures who listen can roll on their Legendary Inspiration table or draw a card from the Legendary Inspirations Deck.

Charismatic Leader | Free: "My soldiers, rage!"

You utter a command as an action to those all can hear you. The creatures gain temporary hit points equal to your character level, and they can't be frightened for the next 8 hours. If they are charmed or frightened, the condition ends. If they are possessed, they immediately roll a saving throw to be free from the effect. You can't use this feature again until you finish a long rest.

Downtime Activities for the Condottiero

Expending Network

You try to meet with potential contractors, ones that could afford your services, and in the process meet new people: potential recruits for your mercenary group, a black market dealer, a merchant or a blacksmith for your adventures. You make a Charisma check and spend 25 gd to see how well you succeeded in getting in touch with necessary people.

DCResult
10One contact.
14Two contacts.
18Two contacts.
20Three contacts.
25A single, very important individual.

The personality, CR, statblocks and all other aspects of the contact depends

Mercenary Band

You can initiate important steps to creating a group of mercenaries under your command. If you have a powerful band, more customers may try to strike a contract with you. Work with your GM for the expenses and possible base of operations for such endeavors. You can check out the Forge Your Own Holy Order section in one of our previous titles, Era of the Crusades, as it contains guidelines and suggestions for building a guild or band of your own.

You roll a Charisma (Persuasion) and Wisdom (Insight) check at the end of your downtime and determine the results with the table below:

Charisma (Persuasion)

DCResult
10You find 1d4 people who are potentially willing to join.
15You find 2d4 people who are potentially willing to join.
18You find 2d4 + 5 people who are potentially willing to join.
20You find a long list of people waiting on your doorstep to be enlisted by you.

Wisdom (Insight)

DCResult
10You notice if there are any unskilled or unsuited ones among the group.
15The result above plus you notice potential unwanted qualities among the group (a tendency for thievery, tendency for slacking off, tendency for unnecessary violence or similar properties of the candidates. Work with your GM for the qualities in the candidates that you'd like).
18The results above plus you notice any ill-intent toward you, potential enemies and spies among the crowd.
20You read each of them like an open book, excluding important NPCs with considerably higher Challenge Ratings, which the GM may require additional checks to determine their motives and state of mind.

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