Fighter
Base Class: Fighter

Sellswords are a different breed of soldier. Rather than fighting for a cause they believe in, they are in it for the coin. A people with few scruples, Sellswords dominate combat by fighting dirty. 

Typically fighting for the highest bidder, a Sellsword can usually be persuaded to change their allegiance when the price is right. Being in it for themselves, a sellsword is almost always chaotic neutral, and looked down upon by those who fight for what they consider to be a noble cause

 

Dirty Tactics

When you choose this archetype at 3rd level, you learn dirty tactics that are fueled by special dice called sellsword dice.

Tactics. You learn three tactics of your choice, which are detailed under “Dirty Tactics” below. Many tactics enhance an attack in some way. You can use only one dirty tactic per attack.

You learn two additional tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tacticss, you can also replace one tactic you know with a different one.

Sellsword Dice. You have four sellsword dice, which are d8s. A sellsword die is expended when you use it. You regain all of your expended sellsword dice when you finish a short or long rest.

You gain another sellsword die at 7th level and one more at 15th level.

Saving Throws. Some of your tactics require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Sellsword's Panache

Starting at 3rd level, you add your Charisma modifier to your Initiative rolls.

Additionally you gain proficiency in a gaming set of your choice.

Dirty Tactics

The tactics are presented in alphabetical order.

Combat Grapple

Immediately after you hit a creature with a melee attack on your turn, you can expend one sellsword die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the sellsword die to your Strength (Athletics) check.

Combat Shove

When you hit a creature with a weapon attack, you can expend one sellsword die to attempt to drive the target back. You add the sellsword die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Combat Swap

When you’re within 5 feet of a creature on your turn, you can expend one sellsword die and switch places with that creature, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks.

Roll the sellsword die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Disarming Strike

When you hit a creature with a weapon attack, you can expend one sellsword die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the sellsword die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands a number of feet away from the target equal to the roll of the sellsword die in the opposite direction of the Sellsword.

Guard Break

When you hit a creature with a weapon attack, you can expend one sellsword die to unbalance the creature, creating an opening in your opponent's defences. You add the sellsword die to the attack’s damage roll. The next attack roll against the target has advantage if the attack is made before the start of your next turn.

Leg Sweep

When you hit a creature with a weapon attack, you can expend one sellsword die to attempt to kick your opponent to the ground. You add the sellsword die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Natural Charisma

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one sellsword die and add the sellsword die to the ability check.

Outmaneuver

When you hit a creature with a weapon attack, you can expend one sellsword die to let one of your comrades move into a better position. You add the sellsword die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Pocket Sand

You can expend one sellsword die and use a bonus action on your turn to throw sand or dirt in the eyes of an opponent within 10 feet. Roll the sellsword die, the number rolled is subtracted from the result of all attack rolls made by the opponent until your next turn. Additionally, if the target of this tactic casts a spell which requires target(s) to make a Dexterity saving throw the save is made at Advantage.

You must have a free hand to use this tactic.

This Tactic can only be used on an opponent once per combat, and only on one opponent per combat, as after seeing this tactic at work, opponents will be expecting it.

Creatures that do not rely on sight are immune to this tactic.

Quick Follow Up

When you make a weapon attack roll, you can expend one sellsword die to attempt to use your momentum quickly make a follow-up attack. Roll an additional attack against the same opponent at disadvantage. On a miss, the next attack against you is made at Advantage.

This tactic can only be used once per attack action.

Quick Throw

As a bonus action, you can expend one sellsword die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. Roll the sellsword die and add the result die to the weapon’s damage roll.

You must have a free hand to draw the weapon as part of this tactic. 

Quick Wit

When you make a Wisdom (Perception) or a Wisdom (Insight) check, you can expend one sellsword die and add the sellsword die to the ability check.

Tactical Retreat

When moving, you can expend one sellsword die, rolling the die and adding the number rolled to your AC and movement speed until your next turn.

Trash Talk

When you hit a creature with a weapon attack, you can expend one sellsword die to attempt to goad the target into attacking you. You add the sellsword die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Pay For Every Inch

You have been in enough fights in your life to know when someone is stronger than you. It hasn't stopped you yet. Starting at 7th level, you become much better at making yourself a pain to fight against. A number of times equal to your proficiency bonus, when an opponent attacks you, you can use your reaction to add your Charisma modifier to your AC. If this causes the attack to miss, you can deflect the attack to a space adjacent to you, but not on the attacker.

If one or more of these spaces is occupied, you must deflect the attack towards one of these spaces.

This ability's charges reset on a long rest 

Devious Taunt

At 10th level, you learn how to torment your opponents even further. A number of times equal to your Charisma modifier, you can use a bonus action to taunt an opponent to the point where you are the only enemy on the battlefield they care about. Select an opponent, that opponent must make a Charisma saving throw, on a failure, they must use their movement to get as close to you as possible, and they are unable to target any creature for an attack other than you, until the end of your next turn. 

(DC {{savedc:cha}}

Veteran's Reflexes

Starting at 15th level, you gain proficiency in Dexterity and Charisma saving throws.

Dance of Misery

At 18th level, you learn how to make combat a miserable dance for your opponent. As a bonus action, you activate the Dance of Misery. Once per long rest, for one minute all attacks you make are made at advantage, and all attacks against you are made at disadvantage. Additionally, your movement does not provoke opportunity attacks.

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