Sellsword
Some warriors fight with honor, with grace, and with virtue...and some fight for themselves. Sellswords are the embodiment of these kinds of fighters. 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.
Professional Guile
At 3rd level, you gain proficiency in the Deception skill and either the disguise kit, forgery kit, poisoner's kit, or thieves' tools. If you are already proficient in Deception, you can instead gain proficiency in Insight, Intimidation, or Persuasion (your choice).
Dirty Fighting
When you take this archetype at 3rd level, you learn how to employ a variety of underhanded moves to gain the upper hand in a fight. Once per turn when you hit a creature you can see within 30 feet of you with an attack, you can choose to either gain advantage on your next attack roll targeting that creature, or impose disadvantage on that creature's next attack roll by performing a dirty trick. This trick can represent throwing dirt in your opponent's face, striking a low blow, or delivering a deep, debilitating cut.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.
Redirection
At 7th level, when a creature targets you with an attack, you can use your reaction to choose a creature other than the attacker within 5 feet of you that is no more than one size category larger than you to take the blow in your stead. You immediately switch places with that creature without provoking opportunity attacks, provided there is space to do so, and the attack roll targets it instead.
Once you use this feature, you can't do so again until you critically hit, or you finish a short or long rest.
You can choose to use this feature after the creature makes its attack roll, but before the DM determines whether the attack roll succeeds or fails.
Crippling Strikes
Starting at 10th level, your dirty fighting have improved so that you can actively cripple your foes. When you use your dirty fighting feature against a hostile creature, the creature's speed is halved and it can't take reactions until after the end of your next turn.
If the creature attempts to dash or disengage, it must succeed on a Constitution saving throw equal to 8 + your proficiency bonus + your Strength or your Dexterity modifier, otherwise it is unable to do so and must take a different action.
Cutthroat's Withdrawal
Beginning at 15th level, you know when things are going a little too south and how to get the hell out of dodge effectively. While you are below half of your maximum hit points, your movement does not incur opportunity attacks.
Vainglorious Combatant
At 18th level, your infamy for dishonor, carnage, and bloodshed hangs over your every action. When you roll initiative, and when you reduce a creature with a challenge rating of one or higher to zero hit points, you can designate up to two creatures that are no more than one size category larger than you as your next victims.
These creature(s) are automatically frightened of you until the end of your next turn. Additionally, the creature(s) must be able to see and hear you in order to use this feature.
Fighter Archetype | Sellsword
Author: /u/Valerion.
ArtCredit: After Battle by Dasha Kudrina. ArtStation.
This homebrew content was made using generous feedback from the community of the Discord of Many Things.

