Officer Titles and Abilities
Each PC may choose to attune to a title within the company. While attuned the party member is responsible for filling the role of that title but has access to its special ability. During a long rest a PC may attunemy attune to a different title losing all benefits of the old one but gaining all the benefits of the new one.
Leader of the Company, normally the captain or Company Commander. It is the commander’s duty to be the final word on the work the company will perform. A wise commander will listen to the consul of his subordinates, but at the end of the day, the commander’s word is law within the company. When the commander gives an order, anyone loyal to the company must obey.
That’s an Order! – As a Bonus Action, give an order to a member of your Company. This member may immediately take an action. They may use this action to do anything their character is normally able to do, but it expends their resources as normal. Once this ability is used, it can not be used again until the commander takes a short or long rest. The Commander also has proficiency with the insight skill, if they do not already have proficiency in the skill.
While a commander runs the company at the highest level, it is a lieutenant that leads members of the company through battle. A lieutenant has intimate knowledge of the strengths and weaknesses of every member of the company and is able to use that knowledge to shift the tide of battle in favor of the company.
Fall In! – When initiative is rolled, the Lieutenant can swap the total initiativeinitiate of two members of the company. The lieutenant can use this ability any time that initiative is rolled. The Lieutenant also has proficiency with the Perception skill, if they do not already have proficiency in the skill.
Training for battle is a daily part of life for a mercenary. Combat drills and weapon training is the core of what keeps a member of the company alive. The Marshal is in charge of creating and teaching these drills and training. In combat when the Marshall is near, members of the company keep those teachings close to heart.
Remember your Training! – As a reaction to a member of the company rolling a damage roll, the Marshal can command that member to roll their damage dice twice and take whichever is higher. Once used, the marshal can not use this ability again until they take a short or long rest. The Marshal also has proficiency with the Intimidation skill, if they do not already have proficiency in the skill.
Carrying the banner of the company is often seen as a prestigious honor. The sight of the company colors can inspire members of the company to fight harder and longer. While in a full battle there may be many who carry the banner, there is only one Standard Bearer withinwith in the company.
Fight on! – As an action the Standard Bearer is able to wave the company colors and inspire their compatriots. When used, allused all members of the company(including the bearer) within 30ft of the Standard Bearer gain temporary hit points equal to the Standard Bearer’s Level + CHA mod(Minimum 1 Temp HP). Once used this ability can’t be used again until the Standard Bearer takes a short or long rest. The Standard Bearer also has proficiency with the performance(oratory) skill, if they do not already have proficiency in the skill.
Magic in a mercenary company often has more focus on raw power than it does finesse. Because of this magic users among the company learn to pool their power and abilities to craft spells more powerful than they can normally wield. The Arcanist also serves as the master of all magical knowledge for the company.
Unlimited Power! – The Arcanist can pool their power during a long rest and choose a spell they know that can be cast at higher levels. They may cast that spell at one higher level without using a higher level spell slot. The Arcanist must take another long rest to use this ability again. The Arcanist also has proficiency with the arcana skill, if they do not already have proficiency in the skill.
The Company chaplain is charged with ensuring the well being of both the physical and mental health of the company members. The Chaplin serves as the company's therapist, event planner, and even surgeon in difficult times.
Back on You Feet Soldier! – Once per battle as a reaction when a member of the company drops unconscious The Chaplin gains a free movement, they must move towards the unconscious ally and end their movement adjacent to them. They may choose to spend a Hit Die as if they had just taken a short rest. The Chaplin also has proficiency with the medicine skill, if they do not already have proficiency in the skill.
The Seneschal serves as the face for all outsiders who approach the Company. This is often the person who is charged with handling the negotiation of contracts and finding more work when the company needs it. The Seneschal also sees to any accommodations needed when the Company arrives in a new city or location. This connection to the company allows the Seneschal to inspire the company in times of need.
Chin Up! – As a reaction to a member of the company failing an ability check or saving throw, The Seneschall can allow that person to reroll atreroll the at advantage. This ability can only be used if the target can see and hear the Seneschal. Once used, The Seneschal can not use this ability again until they take a short or long rest. The Seneschal also has proficiency with the persuasion skill, if they do not already have proficiency in the skill.
Mercenary companies often acquire stables of unique and dangerous beasts. Everything from cavalryfrom a cavalry horses to tamed manticore’s require tending and training.This duty falls in the hands of the company Beast Master. Because of this strong connectionconnect to the beasts of the company the Beast Master always has a friend nearby.
Loose the Hounds! – As an action the Beast Master may cast the spell Conjure Animals as a spell equal to half their class levels. However this spell can only conjure up creatures that are owned or tamed by the Company. This may allow the Beast Master to call creatures not normally able to be called by the spell. Once cast, the Beast master can not use this ability again until they take a long rest. The Beast Master also has proficiency with the Animal Handling skill, if they do not already have proficiency in the skill.
The Historian is charged with maintaining the chronicle of the Company. They track every contract the company takes and every battle they fight. They also are charged with researching and learning about all potential threats that may arise. By looking through these collected works, the Historian can glean a great deal of knowledge
Consult the Histories! – As an action, a Historian can delve into the knowledge of their research and studies to learn about their predicament. This functions as if the Historian had cast the Augury spell. Once used, the historian can not use this ability again until they take a long rest. The Historian also has proficiency with the history skill, if they do not already have proficiency in the skill.
Every season the company must take action. If the members of the company aren’t kept busy they will grow bored being idle and begin to disband. So a healthy company is busy and proactive. At the start of each season the senior officers of the Company will choose the course of action(With the final decision belonging to the Commander) and that action will remain until the next season.
Spending a season training can be good to ready green members to the company and keep seasoned swords sharp. This is a vital importance to improving the Company, however the additional costs during this time can often limit how quickly a Company can improve.
Effect: During a season of training Gold may be spent to raise any one aspect of the unit by a single level. This gold is paid out at the end of the season. No money is earned by the company this season and all seasonal costs must be paid out of the Treasury.
During lean times when no work can be found, the members of the Company can be ordered to do Simple labor. This isn’t the work the members of the company signed up for but can be enough to at least keep the koffers balanced. However if this carries on too long Units could become dissatisfied and risk disbanding, but at least the company is safe.
Effect: During this season the company makes just enough money to pay for itself. There are no seasonal costs to maintain any units or holdings held by the company.
Downside: If this option is chosen two or more times in a row, each unit must make a DC 10 morale check. If they fail this check the Units size dice drops by one to reflect members of the unit disbanding. If the Unit drops below a D4, the unit is lost.
This is the bread and butter of the Company. They spend their time escorting caravans and body guarding important people. This level of work is lucrative but carries with it a measure of danger. Although work may not always be steady, there is usually enough to keep food on the table and the company happy.
Effect: During this season the company makes just enough money to pay for itself. There is no seasonal costs to maintain any units or holdings held by the company.
Downside: At the end of the season, each unit must resist a power test against their toughness. This check is a D20 + 0. If they fail this check the Unit’s takes a point of damage, incrementing their size die by 1. If the size die is reduced to zero, then the size die is reduced permanently.
The holy grail for a mercenary company is joining in a war. This is the opportunity to make the most money, however it ishowever is dangerous work. Only a skilled company sure of its abilities should seek out wars they can sell their swords to.
Effect: During this season the company makes enough money to cover all of their unit costs as well as any holdings held by the company, as well as a profit of 50% of the units total cost on top of that amount. This amount is added to the treasury that the senior officers are free to use or to pay for future seasons costs.
Downside: At the end of the season, each unit must resist a power test against their toughness. This check is a D20 + 5. If they fail this check the Unit’s takes a point of damage, incrementing their size die by 2. If the size die is reduced to zero, then the size die is reduced permanently.
Injured units need time to rest and recover. This is more than just patching wounds, but allowing people time to heal their minds and souls. A season spent resting is one where the company bonds over their losses and celebrates their victories.
Effect: At the end of the season, all damaged units restore their size die to full. No money is earned by the company this season and all seasonal costs must be paid out of the Treasury.