Base Class: Fighter
Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They may wear armor, but generally eschew such bulky protection as their grace allows them to dodge their opponents with ease. While others flounder on treacherous terrain, duelists charge nimbly across the battlefield, leaping and tumbling into the fray. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade.
Feint, Parry, Riposte
When you choose this archetype at 3rd level, you learn three maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers: Feinting Attack, Parry, and Riposte. You can use only one maneuver per attack.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your 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)
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Canny Defense
At 3rd level, your practicing of fencing gives you mastery over the use of finesse weapons. While wielding a one-handed finesse weapon and not wearing armor or using a shield, your AC is equal to 10 + Intelligence modifier + Dexterity modifier. In addition, you add your Intelligence modifier to Initiative rolls.
Grace
You gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Precise Strike
While wielding a one-handed finesse weapon and not wearing armor or using a shield, a duelist gains the ability to strike precisely, adding her proficiency bonus to her damage roll.
Acrobatic Mobility
At 10th level, you gain proficiency in Acrobatics (Dexterity) skill checks and your proficiency bonus is doubled for that skill. In addition, your acrobatic movements have made you very difficult to pin down. Your movements do not provoke opportunity attacks.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by the number your roll on your superiority die + your Dexterity modifier + your fighter level.
Critical Mastery
Starting at 18th level, your weapon attacks score a critical hit on a roll of 19 or 20. In addition, when you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Previous Versions
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