Elite Duelist Image

Growing up you enjoyed the rush of a one on one fight and were able to beat people three times your size with relative ease due to your innate skill.  Eventually you started fighting people for gold, but not in the manner where you would just steal their gold but actually make even bets with willing opponents.  Your skill, which you began to hone personally with or without the help of others through various methods, allowed you to make a decent living compared to those in your area.  After time your dueling skill allowed you to participate in larger scale events which gave you a comfortable life style and got you noticed by royals, nobles, military officials, and various others of elite class, paying you again to either duel them, or train someone or small groups of people, and sometimes even earning other types of jobs such as a temporary body guard.  Due to the various amount of people that you have dueled due to your reputation, you have picked up a couple of foreign languages from those you have dueled the most.

 
Skill Proficiencies: You have proficiency with 2 of the following skills: athletics, acrobatics, sleight of hand, perception, insight, performance, persuasion, intimidation, and deception.
Languages: You may choose 2 languages.
Equipment: Leather Armor or a Chain Shirt

A Martial Melee Weapon or Simple Melee Weapon

A Pouch of Gold worth 50 gp from your last duel victory

 
Feature: Dodge and Parry

If attacked by a physical attack from an enemy in combat that you can see and that is within melee range, you can use your reaction to dodge or parry the attack.

Dodge:  You miraculously evade the enemy attack that should have hit you avoiding all damage if you beat the attack role and moving 5 ft in any direction that is not occupied but still provoking attacks of opportunity with a +2 bonus to AC.  Role 2d10 + your Dexterity modifier capped by your bonus to AC from your equipped armor + your Proficiency Bonus, if this number is higher than their attack role you are successful.  (Ex:  If you are wearing heavy armor you do not add your Dexterity modifier unless it is negative, if wearing medium armor you may add up to +2 from your Dexterity modifier or +3 if you have the Medium Armor Master feat, if you do not have any armor equipped or are wearing light armor you may add your entire Dexterity modifier. If you role 2 nat 10s it will beat an enemy's nat 20.) You must also be proficient in the armor you are wearing.  If you have an ability to move without provoking attacks of opportunity you do not provoke attacks of opportunity when dodging.  If you fail the dodge you take 50% more damage and fall prone.  

Parry:  You parry the enemy's attack avoiding all damage from all non-heavy weapons if they are of your size category or smaller, inflicting half of the damage that it would have been dealt to you, back at the enemy and giving you an attack of opportunity.  Whips cannot be parried.  A flail cannot be parried unless wielding a shield and proficient.  Heavy weapons cannot be parried unless you have the defense fighting style or dueling fighting style while wielding a shield, causing you to take half damage.  If you are wielding a heavy weapon or a weapon with 2 hands with the great weapon fighting fighting style or have the defensive duelist feat you can avoid all damage that would have been done.  If you have any combination of two or more requirements to parry heavy weapons, you can parry enemies 1 size category larger with a -5 penalty.  Role 2d10 + half your Strength modifier rounded down + half your Dexterity modifier rounded up + your proficiency bonus, if your number is higher the parry is successful.  (If you role 2 nat 10s it will beat an enemy's nat 20.)  You must be proficient with the weapon you are wielding, flails and whips cannot parry.  If you are wielding a one-handed ranged weapon you can choose to use that weapon instead and may choose a different target, or if you have the ability to attack with 2 one-handed weapons you may attack with both weapons like you would normally.  You may not cast spells while doing this unless it is a melee spell.  If you fail the parry you take 50% more damage and have disadvantage on your next attack. 

You may also duel people who are willing for an agreed upon amount of gold or just want to duel.

 
Suggested Characteristics

Lawful Characteristics fit best for those who honor all their bets unless outside interference occurs, and do not take extra gold that was not agreed upon.  Chaotic characteristics fit best for those who seek out duels for the rush and excitement that you feel over gaining gold or might take some extra gold after a victory.  Good characters will not kill an opponent unless the two are enemies and it is permitted and even still depends on what kind of enemies.  Evil characters may just kill their opponent if they feel like it and may do so more often than not.  Neutral characters may decide to do it if the opponent is an enemy or if it is permitted or if they simply just feel like it.

 
Elite Duelist Image

Comments

Posts Quoted:
Reply
Clear All Quotes