Sellsword Cheats

Sellsword (Class)

### Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one gambit die and add the die to the roll, provided you aren't incapacitated.

### Bellringer

A solid blow to the head can slow down even the heartiest of opponents. When you attack a creature with a weapon attack, you can expend two gambit dice to hit the target in the head. You must spend these dice before the attack is rolled. You choose which gambit die to add to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is stunned until the end of its turn.

### Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

### Death Dance

You synchronize and mimic your opponent’s movements just enough to reposition yourselves on the battlefield. As a bonus action, you may expend a gambit die to change places with an enemy that is adjacent to you.

### Disarming Strike

When you hit a creature with a weapon attack, you can expend one gambit die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority 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 at its feet.

### Feint to Fade

Sometimes knowing when to run is better than to stay and fight. When you make an attack, you may expend a gambit die and add that to your attack damage. Your target makes a Wisdom saving throw. On a failed save, it cannot take opportunity attacks against you until the end of your next turn.

### Go for the Eyes

You know that your enemy’s vision is key to their success. Eliminating that reduces their threat if only momentarily. As an action, you may spend a gambit die. If you do, you throw some dust, sand, or other powder into your opponent’s eyes. The target makes a Dexterity saving throw. On a failed save, it is blinded until the end of your next turn.

### Grappling Strike

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

### Hamstring

You injure your foe’s legs, slowing their movement. When you hit a creature with a melee weapon attack you may expend one gambit die. If you do, add the gambit die to the attack’s damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 5 feet.

### Low Blow

You strike your opponent right where it hurts. As part of an attack you may expend one gambit die to use this cheat. If you do, add the gambit die to your damage and the target makes a Constitution saving throw. On a failed save, the target is knocked prone until the end of its next turn.

### Momentary Distraction

Utilizing what you have nearby or on hand you fling a random object towards an attacker hoping they will miss. When an enemy, that is adjacent to you and you can see, makes an attack you may expend a gambit die as a reaction before the attack is rolled. You subtract the result of the die from the attack roll.

### Risky Strike

You take a chance with your attack. Success rewards you with a deeper wound, but failure leaves you open to reprisal. Before you roll a melee weapon attack you may use this cheat. You expend one gambit die. If you hit with the attack you deal bonus damage with the gambit dice you spent to use risky strike plus 1 for each gambit die rolled. If your attack misses, you grant combat advantage until the start of your next turn. You may spend one additional gambit die at 5th level, another additional at 11th level, and up to four total at 17th level.

### Parry

When another creature damages you with a melee attack, you can use your reaction and expend one gambit die to reduce the damage by the number you roll on your gambit die + your Dexterity modifier.

### Poisoned Attack

The only way to win is to fight dirty, and what better way to fight dirty than to slip some poison onto a weapon mid-combat. You can expend a gambit die to apply a poison you own to your weapon or single piece of ammunition as part of that attack. In addition, you add that die roll to the poison damage dealt.

### Tenacious Tauntings

By goading your enemy now, you can leave them open to a vicious flurry of attacks. As a bonus action you can taunt an enemy by spending a gambit die. The creature makes a Wisdom saving throw. On a failed save, the target uses a reaction to attack you with disadvantage. If the attack misses, you have advantage on all attacks against that target this turn.

### Tripping Up

You know where to strike to knock an opponent down, but more importantly when to strike. When a creature provokes an opportunity attack from you and you attack it with a weapon attack, you can expend one gambit die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Huge or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

### Quick Toss

As a bonus action, you can expend one gambit 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. If you hit, add the gambit die to the weapon's damage roll.