Just as there is an important—if often academic—distinction between a pirate and a privateer, not every mercenary company on the Wraith Coast operates with the benefit and legitimacy of a charter. After all, acquiring and maintaining a charter takes money and time, and it’s easy enough for a mercenary company to lose its charter if it engages in less than-scrupulous practices. Not everyone has equal access to legitimate charters, however. Plenty of folks looking for muscle are happy to hire folk but are unlikely to sign a contract with them.
You might belong to one of the many military units that were drawn or conscripted from the rural fringes of the Wraith Coast during wartime. Perhaps you had a hard time returning to a life of toil and found fighting more to your liking, or maybe you’re technically still on the military payroll in some largely forgotten, out-of-the-way border fort. Whether because of dishonorable tactics, a criminal record or two, or simply your own disinclination, you and your fellows operate outside the boundaries of a mercenary charter and, therefore, outside the strict protection of the law. It’s a
dog-eat-dog world, and you’re determined to be the biggest, hungriest dogs around.
Downtime: Sell-Swords
Irregulars have a reputation for being hardy warriors who are always ready for a fight. Members of your company can spend their downtime earning a little extra coin by hiring themselves out as bodyguards, sentries, or even gladiators. Such activities are potentially lucrative, but also dangerous.
For each day (8 hours) that you spend in this fashion, you earn 1d6 gp, but on a roll of 1, you become weary and diseased, and must rest to recuperate. (You will automatically use this ability every time you use the /dt-security activity.)
Company Accomplishments
Your company’s prestige increases whenever you prove your worth in battle through acts such as the following:
- Killing or capturing an enemy commander
- Routing a rival mercenary company—especially one with a charter
- Negotiating a contract with a warlord, noble, or military commander from a standing military
- Saving the life of a chieftain, a warlord, a noble, or another notable figure
- Capturing another valuable weapon or possession from a rival mercenary company or another force
Prerequisites
Any character can belong to an Irregulars company.

Tier 1 : Backwoods Recruits
Whether your company is a former unit of a standing military, or simply a newly formed mercenary company without access to a charter, you are likely just beginning your career as sell-swords. Regardless of how much combat you’ve been in, your experience navigating the world of such work remains limited. You’re learning the ropes, but you’re learning them quickly.
Benefits
Encampment. Many mercenary companies enjoy the benefits of a chapter house or garrison, but your ragtag group of would-be soldiers just needs a place to tie up the horses or work on your gear. In your case, this comes in the form of a simple but effective encampment of tents, lean-tos, and maybe even a natural cave or other defensible structure, such as a run-down border fort. You can stay at your encampment and maintain a poor lifestyle at no expense.
Masters of None. Whether your crew lacks the official military training provided to many soldiers throughout the Wraith Coast or has received a patchwork of such training drawn from several sources, your unlikely origins mean that you have access to a mishmash of different skills and backgrounds. As a result, members of your company occasionally demonstrate aptitude in unexpected areas. When you make an a4bility check using a skill you aren’t proficient in or a set of tools you aren’t proficient with, you can add your proficiency bonus to the roll. You can use this benefit once between long rests, and only during in-game adventure sessions.
No Nonsense. Without the protection of a mercenary charter, you and your fellow irregulars have to learn how to demand what you’re owed—and take it, if necessary. You can replace one proficiency gained from another source, such as your background or class, with proficiency in the Intimidation skill, and you can add double your proficiency bonus when you use the Intimidation skill to negotiate or collect on a contract for mercenary work.
Tier 2 : Ragged Soldiers
Though your company is still a motley crew compared to a chartered mercenary company or a more traditional military unit, you’re beginning to earn a reputation as soldiers who can’t be trifled with. Meanwhile, would-be warriors have begun flocking to your banner, hoping to reap the benefit of your growing reputation.
Benefits
Ambuscade. There are advantages to operating outside the protection of a mercenary charter, and one of those is fewer restrictions on how you implement your tactics. Even when you’re facing better equipped or more numerous foes, you can turn these circumstances to your advantage and strike before your more regimental opponents are prepared. During the first round of combat, you have advantage on attack rolls against creatures that haven’t taken an action yet that turn.
Fresh Faces. Your growing reputation leads new recruits to seek you out in the hope that you’ll let them join your company. You gain 1d6 hirelings with a challenge rating of 1/2 or lower.
Pay Up. You can negotiate better contracts, and you’re more likely to get paid in a timely manner. When you spend downtime working as a sell-sword you gain 1d10 gp for each day spent doing such work, rather than 1d6 gp.
Tier 3 : Motley Militia
At this point, your company’s reputation precedes you. Clients often come to you for your services, relieving you of the need to go out in search of contracts. In addition, you can command better prices, and you gain access to higher quality gear and recruits.
Benefits
Advance Payment. The high demand for your services allows you to negotiate better terms. When you take on a mercenary contract, you can demand up to 200 gp in advance, depending on the total terms of the contract.
Champions-at-Arms. The warriors who come to you seeking work are of a higher caliber, and they have reputations of their own. Some of them still aren’t the type a chartered mercenary company would recruit, but they are hard-bitten individuals who know how to fight—and, just as important, how to survive. You gain your choice of 1d8 hirelings with a challenge rating of 1 or lower or 1d4 hirelings with a challenge rating of 2 or lower.
Frontier Fortress. Now that your company’s strength and treasury have grown, you’ve upgraded your encampment to a fortified garrison. You have a barracks for your growing selection of recruits, a smithy, and stables. You can stay at your fortress and maintain a modest lifestyle at no expense. What’s more, your knowledge of the terrain means that creatures that attempt to attack you while you are in your fortress have disadvantage on attack rolls during the first round of combat.
Tier 4 : Frontier Legends
You still lack the legal protections and official standing of a chartered mercenary company, but your reputation more than makes up for it. You are legendary among the warlords, tribal leaders, and noted elders of the deep wilds, and even the inhabitants of the cities and towns of the realms have taken notice. You are now often signed to actual military contracts, and you compete alongside renowned mercenary
companies such as the Steelherds.
Benefits
Hard-Bitten. Having stared death in the face on battlefields all over the Wraith Coast, you’ve become inured to the hardships and dangers of your trade. Members of your company—including your hirelings—have advantage on saving throws to avoid being charmed or frightened.
Fearsome Fighters. You gain your choice of 1d10 hirelings with a challenge rating of 2.