Sellsword

Some warriors fight with honor, grace, and virtue... and some fight for themselves. Whether they're a fallen knight or a lowborn cutthroat out to make a name for themselves, a sellsword will employ whatever tactics they have to in order to claw their way to riches, fame, and victory.

## Class Features

As a sellsword, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d10 per sellsword level
* **Hit Points at 1st Level:** 10 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per sellsword level after 1st

##### Proficiencies

* **Armor:** All armor, shields
* **Weapons:** Simple weapons, martial weapons
* **Tools:** None
* **Saving Throws:** Strength, Constitution
* **Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

##### Equipment

* (a) scale mail or (b) leather, longbow, and 20 arrows
* (a) a martial weapon and a 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.

### 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

### Dirty Fighting

At 3rd level, you have developed a rather unsavory technique for fighting that hinges on taking advantage of your foes’ weaknesses. This technique grants a sellsword access to several “cheats.” These cheats represent the cheap tactics a sellsword employs to win at any cost.

***Cheats.*** You learn three cheats of your choice. Many cheats enhance an attack in some way. You can use only one cheat per attack. You learn one additional cheat of your choice at 7th, 10th, and 15th level. Each time you learn new cheats, you can also replace one cheat you know with a different one.

***Gambit Dice.*** You have six gambit dice, which are d6s. A gambit die is expended when you use it. You regain all of your expended gambit dice when you finish a short or long rest. You gain another two gambit dice at 7th level and two more at 15th level.

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

**Cheat save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (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

### Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

### Improved Gambit

At 10th level, your gambit dice turn into d8s. At 18th level, they turn into d10s.

### Relentless

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