Sellsword
Blades-for-hire, mercenaries, sellswords; they go by many names. As a somewhat veteran sellsword, you’ve learned that mercenary work is a volatile business from which only the cautious and cunning can hope to profit. You might have established a set of personal rules or superstitions, or simply gathered a raft of tricks to give you the edge when life and death (and profit) are on the line.
Prerequisites: Have completed at least one contract for mercenary work
Hit Dice: 1d10
Hit Points: 1d10 (6) + your Constitution modifier
BONUS PROFICIENCIES
You gain proficiency with the battleaxe, longsword, trident, and warhammer.
BATTLE TACTICS
You learn maneuvers that are fueled by special dice called battle dice.
Battle Dice. You have two battle dice, which are d6s. A battle die is expended when you use it. You regain all of your expended battle dice when you finish a short or long rest, or when you roll initiative. Once per turn, you can expend a battle die to perform a maneuver of your choice.
Maneuvers. You learn two maneuvers of your choice from among those available to the Captain class or those available to the Grey Watchman subclass of the warden class.
Saving Throws. Some 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)
BREATHER
You can take a breather, 1 minute of downtime during which you compose yourself and mend your wounds. When you do so, you can spend one Hit Die to regain hit points as if you finished a short rest. Once you use this ability, you can’t use it again until you finish a short or long rest.

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