Fighter
Base Class: Fighter

as a sellsword you fought and killed for the highest bidder. gaining more experience of fighting compared to any other soldier, you are used to fighting whether it's in full plate on horse back, or leathers in small attrition battles. After all that time fighting and selling your services you've gained a queer sort of ability, you found that you are able to create perfect shining gold coins with strange markings on them and spending them into the aether, they unlock untold abilities within yourself. As if even your soul is able to be bought out.

Level 3: Contract Killer

at 3rd level you gain the following feat:

A true mercenary always sizes up their target before striking. You gain the following benefits:

Assess Weakness: As a bonus action, you can mark a creature within 30 feet, analyzing their defenses. Until the end of your next turn, you gain advantage on the first attack roll against them.

Professional Demeanor: You gain proficiency in Persuasion and Survival. If you already have proficiency, your proficiency bonus is doubled for checks using these skills.

Level 3: Coins of the Damned

at 3rd level you gain the following

You are able to create a number of coins equal to your proficiency bonus and 'spend' them on accessing short bursts of power and abilities through years of earning coin through blood:

choose 2 of the options below, additionally whenever your proficiency bonus increases you may gain another from the list:

 

Brothers in arms

while your services are available to the highest bidder, those who fight with you are closer than family and can be protected by such. When you cast a coin you may choose as many allies as equal proficiency bonus within 30 feet and give them each +2 ac for the next minute. Additionally if one of said allies is attacked with a melee weapon within 5 feet of you while affected by the ability, you may use your reaction to attempt to strike the attacker.

Captain for hire

after years of training commoners and lowborn boys to fight and become members of a mercenary clan you have learned how to speak in order to get the best from them. Casting the coin allows you to call out to all allies within 60 feet and inspire them. They each have advantage on the next roll they make, additionally any critical fail becomes a 10.

Golden Stature

your prowess and reputation are shown to all around, and for a short time you become gold with glaring light blasting from your body for a minute. While in this state you are resistant to bludgeoning, piercing and slashing damage. Additionally when activated any creature who sees you must roll a constitution save (dc = 8 + proficiency + Strength mod) or become blinded for a turn, the light extends out to 60 feet and cuts through magical darkness

Mind bribery

you consume a coin to attempt to convince a foe to redirect their attack through mental bribery as you have become talented at negotiations. When you or a creature you can see within 30 feet are attacked, as a reaction you can spend a coin and cause them to attack another creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range.

Shackles of Debt

your determination on being paid for your time becomes your soul concern. you have advantage against being charmed or stunned for a minute. Additionally your next successful attack does 2d6 extra psychic damage, and the foe must roll a strength saving throw (dc = 8 + proficiency + strength mod) or be restrained for a minute or until they succeed a saving roll.

Survival of the fittest

your time spent as a sellsword has taught you many ways to survive and make the best of any situation including when you are in the middle of an attack. Until your next long rest, or the next invoked coin is cast, you have advantage on any Wisdom (medicine )and Intelligence (nature) checks. Additionally for the next minute as a bonus action you can spend one of your hit dice to recover that amount of health plus proficiency modifier.

Level 7: Sellsword training

at 7th level you gain the following

As a sellsword you have learned to fight from copying others movements and techniques and bringing them into your own style of fighting, creating a ferocious fighter that uses their enemies strength against them.

when you are take damage from a melee weapon you are able to take half the damage given from a single attack and add it to your next attack up to +10 damage. You can do this as many times as your proficiency bonus 

Level 10: Veteran’s Grit

at 10th level you gain the following

You’ve learned how to shake off wounds and keep moving:

at the start of your turn, if you have less than half your hit points remaining, you gain temporary hit points equal to your proficiency bonus + your Constitution modifier.

If you succeed on a saving throw against an effect that would impose the frightened or charmed condition, you can use your reaction to immediately make one weapon attack against a creature within range.

you may do either of these once every short rest

Level 15: Battle Scarred Opportunist

at 15th level you gain the following:

Every opening is a chance to profit.

When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an attack against them.

If you hit a creature that is surprised, or prone, the attack deals an extra 2d6 damage.

Level 18: Master of the Battlefield

at 18th level you gain the following

every time you score a critical hit, you regain one use of one of your coins.

instead of a long rest your coins recharge at the end of a short rest.

Previous Versions

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2/6/2025 2:16:09 PM
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