Sellsword (Tales from Thedas)

"*You don't learn fighting by being taught fighting. You learn fighting by getting in some fucking fights."*

— Morghaus of Nevarra

Thedas is a land torn by conflict, with more swords than soldiers to carry them. The Free Marches in particular have been the site of multiple wars in recent memory—the Qunari, the Imperium, and most recently the Nevarrans have all tried their hand at conquering the free cities and all have failed, in no small part due to the ferocity of Marcher mercenaries. The sellswords of Tantervale are taught by practice and experience, and familiar with all the tactics and maneuvers needed for victory. A good number of hedge knights are eager to show off these skills in this year's Grand Tourney—are you among their number?

These cunning warriors control the battlefield and everyone on it. They bolster their allies, hamper their enemies, and take advantage of any sign of weakness. When fighting solo, a battlemaster is an efficient killing machine. When fighting alongside allies, the warrior becomes a seasoned leader who can rally others to turn the tide of combat.

Adapted from the base D&D 5E Fighter, Battle Master subclass.

(back to Character Creation)

* **Hit Dice:** 1d10
* **Saving Throws**: Strength, Constitution
* **Proficiencies:** Light and medium Armor, simple and martial weapons
* **Skills:** Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

### **Equipment**

* a) Scale mail or b) Leather armor, longbow, and 20 arrows
* a) A martial weapon and shield or b) two martial weapons
* a) Two daggers or b) two handaxes
* a) A dungeoneer's pack or b) an explorer's pack

## **Fighting Style**

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

### **Archery**

You gain a +2 bonus to attack rolls you make with ranged weapons.

### **Defense**

While you are wearing armor, you gain a +1 bonus to AC.

### **Dueling**

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

### **Two-Weapon Fighting**

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

## **Second Wind**

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Sellsword level.

Once you use this feature, you must finish a short or long rest before you can use it again.

## **Features**

### **Action Surge**

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

### **Combat Superiority**

Beginning at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

***Maneuvers.*** You learn three maneuvers of your choice (detailed at the bottom of this page). Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

***Superiority Dice.*** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

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

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

### **Student of War**

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

### **Ability Score Improvement**

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### **Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

### **Know Your Enemy**

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Strength score
* Dexterity score
* Constitution score
* Armor Class
* Current hit points
* Total class levels, if any
* Fighter class levels, if any

### **Improved Combat Superiority**

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

### **Relentless**

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.